Jump to content

FHStronkie

Member
  • Content Count

    29
  • Joined

  • Last visited

  • Medals

Everything posted by FHStronkie

  1. FHStronkie

    Dedicated server - status

    Hi guys, is there any people who have any idea when bis will give out the dedicated server files?
  2. I have a problem with on of my missions I have a score system on my mission. First of all it checks "captures and hold" triggers if A1>A2 then Army 1 gets 25 points every minute if A1=A2 then sector is neutral . No Points given if A1<A2 t hen Army 2 gets 25 points every minute. I have a script that checks those triggers every 45 seconds This part of the scoring works.. It is counting up But now the destroy parts.. I have 4 destroyable objects Named; des_obj1_us des_obj2_ues des_obj1_ger des_obj2_ger I placed four triggers around them not alive des_obj1_us hint "Weapon Cache 1 has been destroyed";if (isServer) then {AAkills = AAkills + 1;ScoreWest=ScoreWest+500;};task4 setTaskState "SUCCEEDED";nul = [objNull, ObjNull, task4, "SUCCEEDED"] execVM "CA\Modules\MP\data\scriptCommands\taskHint.sqf"; not alive des_obj2_us hint "Weapon Cache 2 has been destroyed";if (isServer) then {AAkills = AAkills + 1;ScoreWest=ScoreWest+500;};task5 setTaskState "SUCCEEDED";nul = [objNull, ObjNull, task5, "SUCCEEDED"] execVM "CA\Modules\MP\data\scriptCommands\taskHint.sqf"; not alive des_obj1_ger hint "Weapon Cache 1 has been destroyed";if (isServer) then {AAkills = AAkills + 1;ScoreEast=ScoreEast+500;};task9 setTaskState "SUCCEEDED";nul = [objNull, ObjNull, task9, "SUCCEEDED"] execVM "CA\Modules\MP\data\scriptCommands\taskHint.sqf"; not alive des_obj2_ger hint "Weapon Cache 2 has been destroyed";if (isServer) then {AAkills = AAkills + 1;ScoreEast=ScoreEast+500;};task10 setTaskState "SUCCEEDED";nul = [objNull, ObjNull, task10, "SUCCEEDED"] execVM "CA\Modules\MP\data\scriptCommands\taskHint.sqf"; Where scorewest is the points amounth of "west" and scoreeast the points of "east" Now the problem is: Sometimes the score is added to the scores.. Sometimes it is not any idea how to make sure those scores are counted?
  3. Question I have seen the @CBA_v0.7.4.158 running around where can I download it?
  4. Updated version 1.1 DOWNLOAD HERE: Click. Game mode: Team versus Team Players: 1-64 Overview: Both sides are in control of one airbase and one resource point. Each side has a group of infantry for defending their airbase, paratroopers for defending their resource point and attacking the enemy positions, and several fighter squadrons. The first team to destory the enemies resource point and the AA guns defending the enemy airbase wins. Version 1.1 notes: Added Norrin Revive Script PvP version 0.5 Fixed couple of scripts. Version 0.2 notes: -Removed HALO drop script -C47's on both sides pilotable (only by pilots) Version 0.1 notes: -Only pilots can fly -Paratroopers start the mission at their teams resource point but will respawn back at the airbase. -Both sides have a C47 (locked) that they can use to Parachute in to any point on the map (placeholder until we have a german transport plane so both sides can actually fly their paratroopers to the destination, used teleport instead of a flyable C47 both sides to avoid confusion but easy to add in if there's a demand for it). -Currently anyone can use the C47 to paradrop. -All vehicles at the airbases respawn after 300 seconds (after being destoryed or abandoned). Future plans: -Paratrooper only transport planes. -Rewards for capturing resources points. -More ground units (tanks!) -Other goodies! All you can read here in the Invasion 1944 Forum. Click here to go the Invasion Forum post about this great Mission. Note This version is not an Official Mission of the Invasion 1944 team. This is an fanbased created mission, based upon the FreeFall Mission of the latest I44. Visit http://www.forgottenhonor.com/ for more info about Us.
  5. Where should it be put then? If so .. Can the moderators please move the post?
  6. You can hear the german voices on the Aloft mission for example
  7. German Voices.. Yes a Nice addon wink:) I am looking also forward for the next update
  8. FHStronkie

    Score System

    well scorewest and scoreeast are just scores as in points when you use the scoreboard you do not see that score.. this is not a score system based on the internal scoring system
  9. Hi, Same guy another question.. In the same mission I want to be able to let JIP players sync with the server With Objectives, time, weather etc I know there is a way.. but I have no clue how to do it.. Tried the search options no luck there
  10. FHStronkie

    Syncing

    Tried it still not working. anymore ideas? ---------- Post added at 11:14 ---------- Previous post was at 11:00 ---------- To see the mission I am talking about Click here to download it. MODS needed I44 HuertgenMap Thanks in Advance
  11. FHStronkie

    Score System

    could it be a server lag problem.. Or should I make triggers that check the objectives and once the are destroyed use a sqf to add the score? To see the mission I am talking about Click here to download it. MODS needed I44 HuertgenMap Thanks in Advance
  12. Ok guys This is now the problem I have Server Specs Intel COre I7 CPU 950 @3.07GHZ Memory 8:00 gig Windows web server 2008 R2 64 bit Using Arma 2 Combined operations Server Settings: MaxMsgSend=1024; MaxSizeGuaranteed=1024; MaxSizeNonguaranteed=128; MinBandwidth=57344; MaxBandwidth=94371840; MinErrorToSend=0.010; MaxCustomFileSize=81920; Using the -cpucount=8 -exThreads=7 options Using the TA2DST v1.3 Ok all fine and good.. But when I run the server the server lags like hell When I use the monitor command it gets from 12-22 fps.. sometimes drops to 5 This is not the performance I would espect from this machine When I look at the cores it is using only 1 core at 100 % most of the times.. The core hops around / Or the services sort to speak.. But is always one core doing the almost 100 Procent thing. Is there a way to make the dedicated server exe really Use all 8 cores I have To see the mission I am talking about Click here to download it. MODS needed I44 HuertgenMap Thanks in Advance
  13. I have kinda the same problem. I have a PvP script.. I want to mark the US base with airfield with a marker. So the us side knows where "Main" is Same for the East Side.. I want to mark the base and the airfield.. But then :) US should not see german and viceversa
  14. .... double post
  15. FHStronkie

    Voice Acting Placeover

    I also tried to add this into the different sqf's if (!isServer) then {playsound "assembly" }; but that doesnot produce anysound.. local as other players
  16. FHStronkie

    Voice Acting Placeover

    Ok what I made is this testmap I have created the flag with "activation" options.. For all 8 sounds.. Sounds is playing for the guy that uses the pole I added those Modules as suggested too.. I made the music into sound. Also I created 2 triggers.. Named : Aplha Radio , Bravo radio. Now only the SquadLeader can use radio option 0 0 then 1 or 2 but funny part is then ALL people (well squadmate) can hear the sound too I am kinda lost
  17. FHStronkie

    Voice Acting Placeover

    K tried it for the assembly one.. Does not work.. It still only plays client side.. I mean it is like it is indeed played locally and not server based This is one tip I got from Armaholic But ok No clue how to do this
  18. FHStronkie

    Voice Acting Placeover

    well what we did is I created a flag pole on the map. I added this to it this addaction ["Reveille","reveille.sqf"];this addaction ["Assembly","assembly.sqf"]; in the reveille.sqf is this: playMusic "FH_reveille" in the assembly.sqf this: playMusic "FH_assembly" So when you go to the pole you can select the music to play. I added this to the discription.ext class CfgMusic { tracks[]={}; class FH_intro { name = "FH_intro"; sound[] = {"\sounds\intro.ogg", db+0, 1.0}; }; class assembly { name = "assembly"; sound[] = {"\sounds\assembly.ogg", db+10, 1.0}; }; class FH_Assembly { name = "FH_Assembly"; // how the sound is referred to in the editor (e.g. trigger effects) sound[] = {"\sounds\assembly.ogg", 1, 1}; // filename, volume, pitch titles[] = {FH_Assembly}; }; class FH_drillcall { name = "FH_drillcall"; // how the sound is referred to in the editor (e.g. trigger effects) sound[] = {"\sounds\drillcall.ogg", 1, 1}; // filename, volume, pitch titles[] = {FH_drillcall}; }; class FH_firstcall { name = "FH_firstcall"; // how the sound is referred to in the editor (e.g. trigger effects) sound[] = {"\sounds\firstcall.ogg", 1, 1}; // filename, volume, pitch titles[] = {FH_firstcall}; }; class FH_firstsergeantscall { name = "FH_firstsergeantscall"; // how the sound is referred to in the editor (e.g. trigger effects) sound[] = {"\sounds\firstsergeantscall.ogg", 1, 1}; // filename, volume, pitch titles[] = {FH_firstsergeantscall}; }; class FH_officerscall { name = "FH_officerscall"; // how the sound is referred to in the editor (e.g. trigger effects) sound[] = {"\sounds\officerscall.ogg", 1, 1}; // filename, volume, pitch titles[] = {FH_officerscall}; }; class FH_reveille { name = "FH_reveille"; // how the sound is referred to in the editor (e.g. trigger effects) sound[] = {"\sounds\reveille.ogg", 1, 1}; // filename, volume, pitch titles[] = {FH_reveille}; }; }; but now here comes the kick.. only the player that activated the "pole" hears the ogg file being played.. any ideas?
  19. FHStronkie

    Voice Acting Placeover

    thanks found it
  20. FHStronkie

    Voice Acting Placeover

    Can anyone tell me which lines I should Translate. Help would be Helpfull
×