Horner
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Everything posted by Horner
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New wave of hackers, more deadly than before.
Horner replied to Addictionubg's topic in ARMA 2 & OA - SUGGESTIONS
Way too true. Also, like you said, purchasing antihacks is straight up unintelligent, however, I can see the intelligence in getting your hands on the hacks themselves and setting up isNil checks for specific gvars located in the hacks, however BE can't be expected to go through every gvar a hack uses as similar vars may be used by mission makers. So they're pretty much unstoppable (at the scripting level) by a universal antihack, so people need to get used to it. You can craft your own code to limit, or sometimes stop hackers. People should stop crying about battleye for everything, they try their very best, and take constant criticism. How I'd hate to be a BE dev. -
createVehicleLocal and hideObject performance
Horner replied to droo_k6's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
But at the same time he answered it. Because you're wanting to craft client side performance, yet he's pointing out it's easy to manage markers locally because setMarkerX commands all have local variants, that's why you see such local effects in insurgency. Also, your script idea doesn't need to be run on the server, only on the client. And you can use deleteVehicleLocal to locally delete vehicles. However, you will have to cache the vehicles, location, weapons, etc so when the player is back near the cached object it "unhides" it. But, if they are edited while the vehicle is deleted there will be some sync issues. Trying to optimize server performance is a pain, sadly. -
Dialog - How to change picture / text by click in listbox item?
Horner replied to Undeceived's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I usually use something in the control class, I think it's like, onLBCurSelChanged = "[] spawn fnc_blablaCode;"; -
I like what I see for ArmA 3. I still have high hopes that the game will be nothing short of stellar when it finally does come out. But let's be real here, when's the last time we've seen any updates or advertisement for ArmA 3? I understand things take time, but there must have been something they've updated between e3 and now. You can't really expect people to praise what they know little about. I appreciate BIS's development and understand there's maybe some more important things they're working on right now (DayZ), but when I see games like ArmA Tactics coming out and no updates on ArmA 3, it's disappointing really. But yeah, I'm eagerly awaiting the community alpha, idc how buggy it is. I, along with all of you have been waiting somewhere around 2 years for this game :D
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Disable row in an lb
Horner replied to iceman77's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Usually if I want to disable something, in the code I disable the selection with the code. private["_disabledSels","_sel"]; _disabledSels = [2,4,1]; _sel = lbCurSel 1001; //W/e idc the lb uses if (_sel in _disabledSels) exitWith {}; -
New wave of hackers, more deadly than before.
Horner replied to Addictionubg's topic in ARMA 2 & OA - SUGGESTIONS
BattlEye does do that, Idk if you owned arma 2 before dayz, but BE has improved drastically in the last year. -
Headless Client?
Horner replied to MrSanchez's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
HC is a feature which basically allows for the AI on a server to be handled by other instance, and not the main game server which is already loaded down with network traffic, etc. I'd say the main disadvantage of using it is it's a very new feature. I've heard ramblings of people being able to kick the headless client from games as such and other bugs that may hinder it's usefulness. Some of the main advantages are that the AI are being solely handled on another instance, therefore the simulation of the AI is much quicker than it would be on a normal A2 server, and the performance load it takes off the main game server. Keep in mind, most of this is hearsay, because I've never actually tried the HC feature myself. -
Need help with checking if unit is in vehicle. (Not quite as simple as it sounds)
Horner replied to GRS's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Just do the check in the script. Like so... if (group _unit == group b1 && (!(_unit in (crew helo))) then { /*.....*/ }; -
Just a thank you
Horner replied to jakkob4682's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You're not the first and you definitely won't be the last. I can tell you one thing, my scripting knowledge wouldn't be half of what it is if it wasn't for this section of this forum. -
New wave of hackers, more deadly than before.
Horner replied to Addictionubg's topic in ARMA 2 & OA - SUGGESTIONS
My bad, I just want him to understand that the person he was insulting wasn't in the wrong with his post. And you can indeed secure (or help secure) your server using scripts. -
New wave of hackers, more deadly than before.
Horner replied to Addictionubg's topic in ARMA 2 & OA - SUGGESTIONS
Says the guy hosting a mission he didn't even create. And the same one who is purchasing "anti-hacks", when the best anti-hack you can get is free. Making scripts that have the code server sided is simple. Compile the code, broadcast it, then on the client, call it. And like others have said, you just need to know what you're doing to be able to write said scripts. Not to sound like an a-hole, but you really should educate yourself before insulting others. -
Marker Script Help
Horner replied to AbrahamLincoln's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
_name should be passed as a string so double stringing it may cause it not to work. -
while {true} do { _objs = nearestObjects [getPos player, ["weaponholder", "LandVehicle", "Air", "Ship", "Tank"], 10]; _men = nearestObjects [getPos player, ["Man"], 10]; { clearWeaponCargoGlobal _x; clearMagazineCargoGlobal _x; } forEach _objs; { removeAllWeapons _x; } forEach _men; sleep 0.2; };
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http://community.bistudio.com/wiki/surfaceIsWater
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Chernarus custom loot spawn positions
Horner replied to jw custom's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I put in all the default ones and it added up to maybe 7500-8000, is this with default positions or strictly custom? -
How to remove " from a string?
Horner replied to alleycat's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
private["_string","_quoteUnicode","_newString"]; _string = _this select 0; _quoteUnicode = ((toArray('"')) select 0); _stringArr = toArray(_string); for [{_i = 0},{_i < count _stringArr},{_i = _i + 1}] do { if ((_stringArr select _i) == _quoteUnicode) then { _stringArr set [_i, <unicode num>]; }; }; _newString = toString(_stringArr); _newString Or _newString = [_string, '"'] call CBA_fnc_replace; Should work. -
Bad fps on multiplayer good in single player
Horner replied to snipernosnipingp's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
Ofc you get less FPS on multiplayer, especially if you're locally hosting. All the networking may take a toll on your FPS. It also depends what mission. I usually get 50 FPS in a simple editor mission where I just drive or fly around, but in something like Domination, Warfare or Wasteland that has a lot of code running and a lot of other players I'm lucky if I get 20-30. Look into some launch params, you can specify how many CPUs arma uses and the maximum memory usage. You can also specify maximum VRAM, which may help in your case. http://community.bistudio.com/wiki/Arma2:_Startup_Parameters -
Hosting wasteland mod on private server
Horner replied to Nomsterify's topic in ARMA 2 & OA - Servers & Administration
1. Get Mission PBO. 2. Go to ArmA 2 OA root directory. 3. Place Mission PBO in MPMissions folder. 4. Start ArmA, go to Multiplayer 5. Press New, then change the server type from LAN to Internet, put any Server name and any password you like. 6. Select the map which the mission is on, highlight the mission and press play. 7. Give the name of the server to your friends, and have fun :) -
Now, I'm just a person who codes for arma, so I have no idea if this idea is anywhere near being possible. But here goes... In wake of all hackers, I thought of this. Is there a way, similar to addon-signing, to "sign" scripts? Like on mission load, it would compile all the functions used for the mission, and do various other things in the init.sqf, then you could basically broadcast all the compiled functions to all clients, and whenever a thread is spawned or called ([] call {} or [] spawn {}) it compares the code that is being spawned, and if it is not "signed" already by the mission, then it just doesn't run. I think this could be a good way to stop hackers. If this is in no way possible, my apologies for being dumb, but I thought I'd try to help contribute. Here's some psuedocode on how I would think it could work. And the commands "signCode" and "disableUnsignedCode" only work before the init is completed. fnc_someCode = compile preProcessFile "f\fnc_someCode.sqf"; fnc_otherCode = compile preProcessFile "f\fnc_otherCode.sqf"; fnc_unSignedCode = compile preProcessFile "f\fnc_unSignedCode.sqf"; signCode [fnc_someCode,fnc_otherCode]; disableUnsignedCode true; [] call fnc_someCode; [] call fnc_otherCode; [] call fnc_unSignedCode; The first 2 calls would work while the third would not. ---------- Post added at 03:51 PM ---------- Previous post was at 03:06 PM ---------- Or something else, like command event handlers and add an option for them to be removable, if the eh returns true then the command is run, if not then the command is not run. See example below. Sytax player addCommandEventHandler ["preProcessFile", {true}, false]; "preProcessFile" - command that triggers the EH {} - code that is processed, if returns true, then command is run, if returns false then command is not run. false - if true then EH is removable, if false, eh is not removable. So, we could do something like this in the init. fnc_something = compile preProcessFile "f\fnc_something.sqf"; fnc_other = compile preProcessFile "f\fnc_other.sqf"; fnc_unSigned = compile preProcessFile "f\fnc_unSigned.sqf"; // Unremovable player addCommandEventHandler ["call", { private["_args","_code","_arr","_ret"]; // [arg1, arg2] call {hintSilent (str (arg1 + arg2)); - Args would be as follows - [[arg1, arg2], {hintSilent (str (arg1 + arg2))}] _args = _this select 0; _code = _this select 1; _arr = [(str fnc_something), (str fnc_other)]; _ret = false; if ((str _code) in _arr) then { _ret = true; }; _ret }, false]; player addCommandEventHandler ["spawn", { private["_args","_code","_arr","_ret"]; // [arg1, arg2] spawn {hintSilent (str (arg1 + arg2)); - Args would be as follows - [[arg1, arg2], {hintSilent (str (arg1 + arg2))}] _args = _this select 0; _code = _this select 1; _arr = [(str fnc_something), (str fnc_other)]; _ret = false; if ((str _code) in _arr) then { _ret = true; }; _ret }, false]; // NO FUTURE addCommandEventHandlers can be run player addCommandEventHandler ["addCommandEventHandler", {false}, false]; // Calls fnc_something, fires EH, if EH returns true, command is run, if EH returns false, command doesn't run // Runs without issues [] call fnc_something; // Doesn't run [] call fnc_unSigned; Keep in mind this could also be used for A PLEATHER of other things for mission makers. Also remember, I have no idea how difficult any of this is to implement, just dishing out ideas.
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How to enable saving for multiplayer game
Horner replied to kuunmies's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
enableSaving [true,true]; ? -
Chris Kyle, US Navy Seal & Author of "American Sniper" killed
Horner replied to kilrbe3's topic in OFFTOPIC
Terrible thing to hear about him, never did a whole lot of research on him but I found this interesting thing about him. A little off topic, but, Apparently Chris Kyle was born and raised in Odessa, Texas. And he would have been just old enough to be a freshman on the 1988 Permian High School Football Team (the football team from "Friday Night Lights"). I wonder if he went to that school and maybe if he was on the team (he was definitely badass enough). Mysteries.... -
playableUnits has always worked for me whilst editing a mission :p
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Never, I must spend every waking moment finding my love! Err, I mean, game. Nevermind... Who's getting looked down on?
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setVehicleIni is this correct ?
Horner replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
This _ied setVehicleInit "null= [this,100] execVM "scripts\InitIED.sqf"; processInitCommands; Should be this... _ied setVehicleInit "null= [this,100] execVM 'scripts\InitIED.sqf';" processInitCommands; If this was just pseudo then don't mind what I said, but yeah that looks as if it should work. But there's really only one way to find out. -
Also, allUnits is not to be used, as AI don't have PIDs :)