blood4odin
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Posts posted by blood4odin
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Guys how do I adjust the countdown timer for this script? At the moment it's set for 15 mins 50 secs.
Thanks.
Myke;1647722']MP compatible now (at least i hope)//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};Some thoughts about your version' date=' if you don't mind.
Don't use sqs anymore. It is outdated, sqf is better for the prformance and a few other reasons. Just don't use it anymore.
Your countdown.sqs has no exit condition, it will run forever, even if the time has elapsed. This is an absolutely no-go. There shouldn't be any scripts runnin without reason.
Why making 2 scripts? Would fit into one perfectly.
MP compatibility is...well...bad. Although they run on all clients, depending on client machines they might go out of sync. Better to have the timer runnin on server only and broadcasting the elapsed time to the clients.
Do not "hardcode" variables into the script if they're meant to be user-editable. In your script, mainly the countdown time but also the text. Compare with my version.
Oh, and please, do not use sqs anymore.[/quote']
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Gday guys,
Pulled apart many TDM missions to find a nice simple time and score HUD and ended findinding the perfect one in a standard Wizzard one i quickly made.
However, how do i extract or duplicate it so i can use it in a custom TDM mission im making?
All it is is one box in the top right corner that shows the time limit counting down and a blufor and opfor score.
Appreciate your help.
blood4odin.
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G'day Iceman77, thanks for the reply, was hoping for something a little simpler, but I will try this and see what happens.
Thanks for taking time to respond.
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Your trigger might be set to Repeatedly go off maybe?Thanks for the reply mate but I've already check that ;-)
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G'day guys will keep this as simple as possible.
I'm using "taskHint" in triggers to show a message when a vehicle is destroyed, eg: taskHint ["ARMOUR CONVOY ALPHA DESTROYED!", [0, 1, 0, 1], "taskDone"]
Works fine however every time I disconnect and rejoin the server all previous dead vehicle tasHint's show again on the screen.
Any ideas?
Thanks in advance.
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I've had a few PM's about the Chernarus 1.50 Insurgency, the project team leaders seem to be busy and or pre-occupied with other things lately which is fine as we all have a life outside of ArmA so, if anyone has any questions or needs help let me know and will try to point you in the right direction.
Like I've said before, alot of things have changed between 0.76 and 1.50 so I'm not entirley familiar with it and being self taught my knowledge is certainly minimal compared to Fireball and the likes. But still more than happy to help.
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Like I said a couple of posts above mate the 0.76 runs clean for us because the transport is called in, and we get no server frame rate drop.
However the 1.50 version was just a quick port to give Fireball a head start and does work but yes, it most certainly needs alot of tweaks as there has been heaps of changes since 0.76, this will happen once it goes to dev-heaven for proper testing by the Insurgency Project Group.
Don't stress :-)
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Just to summarise everything.
Heavily modified 0.76 vers that we use.
Based on call-in Littlebirds for transport, requires ACR DLC
http://www.bloodandhull.com/Insurgency X.Chernarus.rar Chernarus
http://www.bloodandhull.com/Insurgency X.Woodland_ACR.rar Bystrica (Woodland_ACR)
Standard 1.50 vers
No changes made, quick conversion, will be added to the official dev-heaven Insurgency project list for proper testing once Fireball is ready.
http://www.bloodandhull.com/insurgency1_50.Chernarus.rar
Cheers.
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possible problem with this mission. Ive cleared squares and they dont turn green. Running on a dedicated server. Like the idea here though. Lots of potential.Yes they do turn green mate, just remember in your mission parameters that you can setup before playing the mission there is an option called "number of players required to clear a square" by default this is 2 in the 1.50 version, so 2 players need to be in the square at the same time to turn it green. This can be changed to 1.
---------- Post added at 03:52 AM ---------- Previous post was at 03:50 AM ----------
Tried to give this a go but got an error straight away regarding a missing "cacharacters_ACR". Does this need the Army of the Czech Republic DLC to play this or is this something else?Yes mate the 2 modified 0.76 versions require the ACR DLC for the units in 1 squad and weapons in loadout.
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Brilliant work mate. Over the moon now we have a 1.50 release. This will be running on our server for a while now.Cheers,
iOGC_Ænigma
No worries :-)
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Well done, mate! Us Armaholics at VETERANS-GAMING were just talking about this - A new map for Insurgency. I wonder how it will take to an ACE/ACRE infusion...Used to be that Cherno sucked against hard AI when they would impossibly spot you through dense brush and trees, and engage with their PKM's. I look forward to testing this out. We'll have one of our Arma servers running this later today. Will get ACE/ACRE on it by tomorrow if all goes well.
Thanks so much for your hard work!!
Your welcome mate, Fireball got back to me today and said its all good to throw up the 1.50 conversion I did so here it is http://www.bloodandhull.com/insurgency1_50.Chernarus.rar
Although he is rather busy at the moment he will add it devheaven once he finds the time, but like I said it hasn't been fully tested and inspected by him so there may be a few bugs.
But hey, we got a Chernarus Insurgency at last :-)
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Blood4Odin, how would you convert this to play as east instead of west?To be honest mate I have tried this out of pure curiosity before and it does work but then again it doesnt, let me explain.
1. Yes, you can play as squads of any opfor you want
2. Yes, blufor do spawn in the buildings and engage you just like the opfor did
3. Yes and No, blufor vehicles do spawn with blufor crew, however for some reason they do retain the mindset of the opfor and turn on eachother in the vehicle spawn position like cannibals, quite funny to watch actually.
So yes it can be done and it does work but havent been able to figure out point 3. But there is a shitload of stuff that needs to be changed (basically the entire mission) and to be honest it would seem a bit odd having americans spawning in enemy houses and defending their ammo cache?
If you would still like to try it that way i could point you in the right direction but then it is up to you as that is something that I still havent figured out entirely mate.
---------- Post added at 04:09 PM ---------- Previous post was at 04:06 PM ----------
Nice one Blood4Odin, Chernarus remains the pinnacle of map design (IMO) so to see this excellent mission ported to it is great.Cheers mate, your kind words are appreciative :-) I have given Fireball a quick Insuregncy 1.50 Chernarus conversion I just did also, so if he is interested he could clean it up a bit and add it to his list for the community at devheaven.
But because 1.50 is his baby, it's up to him what he wants to do with it :-)
---------- Post added at 04:11 PM ---------- Previous post was at 04:09 PM ----------
Awesome — can't wait to give this a go.By chance is there any AI recruitment for this version?
Unfortunately no AI recruitment mate, shouldn't be too hard to put it in though if you feel the need.
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Your welcome mate, my pleasure. Lets just hope Fireball has a look at it and iron out any bugs that may arise, he is certainly far more competent.
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G'day guys, the past 18 months since getting into ArmA I fell in love with the Insurgency mission and since then I have been modifying the 0.76 version with bits and pieces and adapting them to custom Islands, however I could never get Chernarus to work until the other day. After 7 cups of coffee and near on a full pack of cigarettes and a black lung sacrifice to the ArmA Gods it finally happened.
I know there has been alot of players out there that have been wanting this mission on Chernarus so I thought i better upload it so you guys can have it.
It's based on call-in Littlebirds for transport so this might not suit everyone but at least it works, so of course change it however you want.
I will also PM Fireball so he can work his magic and add it to his list of fantastic efforts.
We played for 7 hours the other night and all 12 caches spawned in a variety of buildings all over the map and there was plenty of enemy so it works well.
I am sure there will be a few bugs still but hopefully Fireball will fix these up.
Just wanted to say that I understand and appreciate the amount of personal time pogoman and Fireball have sacrificed in giving this mission It's solid foundation.
http://www.bloodandhull.com/Insurgency X.Chernarus.rar
Ps..Would be awesome to see Insurgency as a standard mission in ArmA 3 also.
---------- Post added at 09:28 PM ---------- Previous post was at 09:06 PM ----------
Almost forgot, also Bystrica, that new Czech Island http://www.bloodandhull.com/Insurgency X.Woodland_ACR.rar
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Funny you mention that SWAT, in the process of getting one setup thru gameservers as well running out of sydney, more of a curiousity thing because they are only doing the a2+oa like hypernia so interested to see if i get the same problems with the combined setup, i now know the stand alone works fine so if this combined setup works with gameservers then perhaps it is a technical issue that was mentioned above with the other hoster. now if they could just make it as simple as the good old cod4 days wouldnt that be lovely :-)
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Just a heads up for anyone else having dramas we got it sorted.
Turns out Hypernia is running combined ops only servers so i found a company in america that hosts just stand alone OA servers and have just finnished a 6 hour session with none of the above problems mentioned even with the server loacted in San Jose with a ping of between 180-300 and 11 guys in, most from australia to.
So i dont really know the specifics(maybe cuz insurgency .72 was specifically re-written for OA) of why but perhaps the Combined Ops was a good idea in theory but in real life was more hassle than its worth.
Either way everything is working fine now.
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To be honest we much prefer 0.72 as the changes made in 0.75 have basically made it just another coop every man for himself slaughter regarding the restrictions placed on human enemy and how they are rendered useless depending on how many blufor connect and then disconnect. was much better when human enemy could hold there spot regardless of how many blu disconnected because 1:4 ratio to join was just right.
but regarding the server issues i found this in another thread """""Yeah VMA will be shifting at the end of the month. Hypernia have a host specific connectivity issue which arose only recently. If you connect through certain ISPs some server to client data transfers don't work. This results in you becoming invisible or getting stuck in vehicles"""""
and 0.75 has the same problems as well so i think we've pretty much narrowed it down to the host's end, its such a shame there arnt more server host companies out there for OA.
---------- Post added at 12:43 PM ---------- Previous post was at 12:37 PM ----------
Thanks for everybodies input, much appreciated, and cheers fireball for ironing out the bugs for the new 0.75 but the human enemy part of Insurgency that i mentioned above is one of its core aspects.
Simple CountDown script
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
Disregard, its the 951 secs bit in the top line, just overlooked it as its a weird number to put in.
Thanks.