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Coffeecat

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Everything posted by Coffeecat

  1. this should help http://www.ofpec.com/forum/index.php?topic=33768.0
  2. my capatibilites of understanding the script things and stuff you tell me are a bit too low, excuse me=). so that means, NO the script wouldnt work on a dedicated? means=testing my MP missions via the LAN method are useless if i upload the mission on a dedicated?
  3. you guys are starting to confuse me now...i tested my mission via the lan method, with 2 instances on the game, i joined with both and for example, my briefing worked for both now. would that script not work on a dedicated server? /* * Unofficial Zeus Briefing Template v0.01 * * * Notes: * - Use the tsk prefix for any tasks you add. This way you know what the varname is for by just looking at it, and * aids you in preventing using duplicate varnames. * - To add a newline: <br/> * - To add a marker link: <marker name='mkrObj1'>attack this area!</marker> * - To add an image: <img image='somePic.jpg'/> * * Required briefing commands: * - Create Note: player createDiaryRecord ["Diary", ["*The Note Title*", "*The Note Message*"]]; * - Create Task: tskExample = player createSimpleTask ["*The Task Title*"]; * - Set Task Description: tskExample setSimpleTaskDescription ["*Task Message*", "*Task Title*", "*Task HUD Title*"]; * * Optional briefing commands: * - Set Task Destination: tskExample setSimpleTaskDestination (getMarkerPos "mkrObj1"); // use existing "empty marker" * - Set the Current Task: player setCurrentTask tskExample; * * Commands to use in-game: * - Set Task State: tskExample setTaskState "SUCCEEDED"; // states: "SUCCEEDED" "FAILED" "CANCELED" * - Get Task State: taskState tskExample; * - Get Task Description: taskDescription tskExample; // returns the *task title* as a string * - Show Task Hint: [tskExample] call mk_fTaskHint; // make sure you've set the taskState before using this function * * * Authors: Jinef & mikey */ // since we're working with the player object here, make sure it exists waitUntil { !isNil {player} }; waitUntil { player == player }; switch (side player) do { case WEST: // BLUFOR briefing goes here { player createDiaryRecord["Diary", ["Info", ""]]; player createDiaryRecord["Diary", ["Enemy forces", ""]]; player createDiaryRecord["Diary", ["Friendly forces", ""]]; player createDiaryRecord["Diary", ["Mission", ""]]; player createDiaryRecord["Diary", ["Situation", ""]]; // Secondary Objective tskObj3 = player createSimpleTask["Aufklärung und Entschärfung des IED 3"]; tskObj3 setSimpleTaskDescription["Aufklärung und Entschärfung des IED 3", "Aufklärung und Entschärfung des IED 3", "Aufklärung und Entschärfung des IED 3"]; //>---------------------------------------------------------< // Secondary Objective tskObj2 = player createSimpleTask["Aufklärung und Entschärfung des IED 2"]; tskObj2 setSimpleTaskDescription["Aufklärung und Entschärfung des IED 2", "Aufklärung und Entschärfung des IED 2", "Aufklärung und Entschärfung des IED 2"]; //>---------------------------------------------------------< // Primary Objective tskObj1 = player createSimpleTask["Aufklärung und Entschärfung des IED 1"]; tskObj1 setSimpleTaskDescription["Aufklärung und Entschärfung des IED 1", "Aufklärung und Entschärfung des IED 1", "Aufklärung und Entschärfung des IED 1"]; player setCurrentTask tskObj1; }; case EAST: // REDFOR briefing goes here { }; case RESISTANCE: // RESISTANCE/INDEPENDENT briefing goes here { }; case CIVILIAN: // CIVILIAN briefing goes here { }; };
  4. that would be great! but im gettin the message "Orginal Games dont degrade" doesnt that trigger fade? It doesnt kick me in LAN like in own hosted Internet games, but the message appears....
  5. thanks very much for the link, i allready thought about dedicated! no one client should be enough. if i join the server everything will behave like for every other player which joins the game right? means im not the host=
  6. I got an object "IED_1", trigger should be fired if the object is not alive and if "Disarm_1"=true; Condition in trigger: Disarm_1 OR ! (alive IED_1); If Disarm_1 is true via Script my trigger is fired, but if i delete IED_1 via "deleteVehicle IED_1" nothing happens. where am i wrong?ty!
  7. thx very much! after setting disarm_1 false first in the init.sqf it worked. didnt kow thats needed for OR commands
  8. im pretty new to mp scripting, only did SP stuff before, so heres the question: I add a action to a civilian, which executes the following script: [civilian] join player; how does this behave in MP, does it work at all? cause how does it know which player if there are 10 on the server? is the civilian joining the player which executes the action on him? every player has to be able to make the civ join him. ty!
  9. Ok, im a bit confused now.^^ So i define in my init.sqf the "publicvariable=Followaction"; this is my removeaction script: [Person1] joinSilent player; Person1 removeAction Followaction; this removes the action for everybody then?
  10. still searching for a solution. @Giallustio yea sure i know how to remove the action when the civ joined the player, but thats not the question. the question is, does the server know that the civilian has to join the player who executed the action on him, cause there are about 20 player´s in MP.
  11. thx m8! that saved me some extra work
  12. Topic says all, blame my skills, should be one easy< line...ty!
  13. Thanks. The publicVariable option worked, but somehow it stopped working then. using your script kyliana, many thx!
  14. I allready found some stuff, however, for some reason its not working for me. i want to limit live for player m1 to 3,third time death ends the mission. in my Init.sqf: m1Lives=3; Trigger in Game: Condition: ! (alive m1) OnAct: m1Lives=m1Lives-1; Endtrigger Condition if 0 is reached for m1Lives: m1Lives<=0; OnAct:End1 what is wrong...?
  15. No entry in :bin\config.bin/CfgInGameUI/MPTable.shadow fresh install via steam and started via Combined Ops or OA, whats the problem? thx...
  16. Coffeecat

    Error starting OA with Steam

    allready solved trough just restarting computer;-=)^?, thx
  17. Coffeecat

    Arma2 Gamekillers ..elaborate

    wow...ROFL Ubertroll!
  18. im more then happy if the AI works good in CQB and pathfinding for houses does. the OP expects BIS to chancel Limnos and build a metropole ( i dont think skyscrapers fit on Limnos). Limnos, the island itself should be allready very far in development, now we can hope they drasticly killing the things which made Arma2 worse and adding small fancy new features. suggestions are nice, but they doesnt make sense if you know that they are impossible to do.
  19. Coffeecat

    Suma, you $#*?*! genius

    your right with that. i tested it on the runway on Utes. AI cant anymore see trough gras if you lay down! also wonder why they didnt mentioned anything. this thread should be better in the beta section i think. thx for informing us with your observation. this as fix would be epic!
  20. what are the values for the sharp filter? same as FXAA? till 17?
  21. Coffeecat

    [SP] Lost

    mission is unplayable cause even after all the scripts are done and things spawned it lags like hell on a 2500k:rolleyes:
  22. just get into the editor and see if you have all units availible, if thats true then you are running arma CO.
  23. I created a small Intro with "10 fadeMusic 0;" but it doenst work. the music volume doesnt fade and the track plays to the end.
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