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engima

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Everything posted by engima

  1. There would be no problem to create branches in SVN, especially if SVN is installed and ready anyway. Exactly how I do it, but I use Git. Git does not need a server like SVN. Simply install "Git for windows" (if Windows) and create a repo with Git bash and command "git init". The very problem can be solved by using symbolic links, but with git you also get one of the best versioning systems to keep track of your code.
  2. engima

    EH HandleDamage Help

    Two Steam accounts. One assigned a slot from start, and the other enters the server later. (A dedicated server). The EH is added in the same way, from init.sqf: player addEventHandler ["HandleDamage", ... ]; I tried to prevent players from dying, and always enter inconsiousness. But soon I noticed that some died instantly, and after some research i found this issue. (I assume this should work, i.e. the eventhandler should be local to the player. But anyway I tried some more, like adding the EH on server, which did not work either.)
  3. engima

    EH HandleDamage Help

    What do you mean? Why would there be a difference? I wanted to control the damage dealt to a player, no matter if he is a JIP or not.
  4. engima

    EH HandleDamage Help

    What I found more precicely was that it seems to work when player is local to - and when EH is executed on - the server. But on client (local unit and EH fires on client), when JIPing and EH returning 0.99, the EH fires, but the damage dealt to the unit is not the value being returned from the EH. Thus, the unit often dies.
  5. engima

    EH HandleDamage Help

    I ran into problems myself a couple of weeks ago when I tried to create a similar script. When I googled I found this, which was somewhat close.
  6. engima

    EH HandleDamage Help

    Note that this eventhandler is broken for JIP. So use in SP only (unless preventing JIP).
  7. I'm not sure about it, but I can make a guess: To be able to save a mission, every part of the mission must be built with this feature in mind. For example certain script loops won't work with the default behavior and must be handled by the mission author. Now if there are mods, all these must be able to handle saves too. In many cases they du, just because they are either simple or their authors have handled saves. But if not I guess you will get the problems that you describe.
  8. Hey, wait a minute! So writing the revive settings in description.ext does not override mission.sqm anymore? That would explain why I have difficulties getting it to work... I too have the same mission on many different maps. Is there another way to keep revive settings across mission files without having to enter them explicitly for every new mission file?
  9. That's strange. Maybe there is some release in which I failed to get the files right. (However, if you keep the CPack.Config you can then use TypeSqf to easily update such scripts in the future.)
  10. You can always get the latest version using the TypeSqf editor (www.typesqf.com). 1. Download it. 2. Open your mission.sqm in it using "Open mission". 3. Open the CPack console and write "install engima.civilians". If you do not want TypeSqf to continue handle downloaded CPacks, remove the .tproj file and CPack.Config.
  11. I can confirm there is an error in the script. I do not use it on an empty server myself. But it's quite an easy fix. Cannot fix it immediately though, since I'm away from home. I would guess the best fix is to have all vehicles removed if there are no players in.
  12. Hi Where do I best release a mission nowdays? I was used to do it at armaholic.com, but the modern way is on the "Steam Workshop", or am I wrong? Both maybe? If Steam, then is there a good tutorial on how to do it somewhere?
  13. Can anyone explain the difference between Arma 3's score and rating? I cannot distinguish them by reading the official documentation.
  14. engima

    score vs rating

    Sorry, "setRating" was a mistake. I meant setRank (and I also tried setUnitRank). However, I implemented my own rank system now, and only use the ingame rating.
  15. engima

    score vs rating

    Ok, the script commands around rating seem broken. I.e. I do addRating, and the rating is added, but the rank is never changed. And when I setRank the rating is set to 0. I can fix it through a workaround by first save rating in variable, setRating and then addRating again. But it only works in SP, and not in MP...
  16. The game - and Windows 10 - hopelessly hangs for players picking up items from a crate. I've done some searches, but only find stuff from like 2013. The mission is a pvp mission of myself, and it's running on a dedicated server when it happens (don't know about hosted). Arma 3 version is 1.90. Does anyone know anything about this issue?
  17. Ok, after some testing I think I know. I had some quite heavy logging turned on (diag_log), which made the picking-up-from-crate thing to freeze the game for just above a second. At the same time i happened to have the crate update content every second (as another debug setting turned on). These two things had the game totally freeze.
  18. New version. Version 0.66 Minor GUI fixes. SQX: Added settings option to enable logging of all method calls in the RPT log file. SQX: Made it possible to reference private setters on private static properties from within class.
  19. engima

    score vs rating

    Ok. Actually I'm planning to play a little with the ranks, and use them as requirements for different stuff in a mission. So thanks for helping me understand the concept!
  20. engima

    score vs rating

    Ok, thanks! So rating cannot by default be seen anywhere by the player? If mission designer does not touch it, are a player's score and rating always the same?
  21. Not quite sure, but I suspect that the part "(_this select 0)" in the second script does not evaluate to the unit, since it is in a new scope. Test it by referencing the unit's global variable.
  22. Yes. Point is we don't know that. If we know what is expected to happen it would be easier to assist. Maybe there is nothing wrong with the trigger. It should "activate" even though "Server only" is checked. But the result may not impact client machines. Can it be that the watertanks are local on the client machine.
  23. There's nothing in OnActivation?
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