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Kieran

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Posts posted by Kieran


  1. headerline_zpsoctyvxec.png

    setzja.png

    headerline_zpsoctyvxec.png

    Active%20Admins_zpsgpbklxsm.png

    We have very active admins on our server that are always on call in-game and on our teamspeak to address any issues you may come across.

    This includes but not limited to compensation for any server/game mode bugs that may occur while playing

    Dealing swiftly with hackers/cheaters

    Moderating the chat to bring an end to disruptive players who purposely spam and attack others in a derogatory way.

    This will ensure a peaceful/clean fun filled atmosphere that you can enjoy playing on.

    Features_zpsbvvfe4gy.png

    We are constantly developing the server to fine tune it for everybody’s enjoyment

    adding new features in and balancing the old.

    We love to hear your suggestions to create a better player experience

    these are the current server features/settings we have enabled.

    Advanced flight model optional

    First person with third person optional for vehicles

    HUD: Darth_Rogue's Status Bar With Icons & Server FPS display

    Earplugs

    Admin Events

    AI Missions

    High loot

    With many more to come!

    Server%20Specification_zpss3nmksgo.png

    CPU: Intel Xeon E3-1246 v3

    RAM: 32 GB DDR3

    Disks: 2x256 GB SSD's

    Server restarts every 4 hours

    Daily database backups

    community%20information_zpsjocam429.png

    Server IP: 5.9.60.49:2302

    Website/Forums: http://www.rggclan.com/forum/

    Teamspeak: ts.rggclan.com

    half-banner-3.png


  2. I'm not sure how the outside of the map works.

    so apologizes if am talking nonsense.

    Is the outside of map being rendered when the game playing no matter what position you are on the island?

    if so then surely that's a huge fps drain.

    I randomly traveled over 42KM from the nearest coast to the edge of the map

    surely all that water,textures,and marine life is not going to be any good for performance on the main island?

    Perhaps their is an option to remove all that extra room via scripting?

    or at the very least show the water on the map instead of the black

    http://cloud-2.steampowered.com/ugc/901008520048834173/44A8038B09B4367841EE71F625AA7AE30D519CD9/

    http://cloud-3.steampowered.com/ugc/901008520048841188/EA337C23CBFA738A120EBC9243021E5235D85948/

    Also the seafloor that far out is a nice texture haha :)


  3. Hey

    Currently i'm having trouble getting this to work.

    I have an AI doing an animation then a trigger on a countdown

    once the countdown is finished i want the AI to stop the animation and move to the waypoint set.

    Problems

    The ai will either not do the animation at all, then move to the waypoint after the countdown

    or

    the animation will play and wont go to the waypoint at the end of the countdown.

    Here is the code i am using

    Waypoint #1

    this switchMove "InBaseMoves_repairVehiclePne"; this disableAI "ANIM";

    Trigger > TYPE:Switch > ACTIVATION: Anybody >TIMER: 15

    Waypoint #2

    Move

    Trigger is synchronized with waypoint #1

    Any help will be greatly Appreciated :)


  4. Hey all,

    Currently i'm having trouble getting this trigger to work.

    aim is to have a car holding its position at point A

    Once trigger has been tripped, Car will go to point B and wait until player has entered the car before heading to point C

    (Point A)

    Car with waypoint on hold.

    (Point B)

    Next way point is set to Load

    condition: waituntill_TriggerActivated = 1;

    Trigger is synched with way point Hold

    (Point C)

    Waypoint set to move


  5. private ["_hasname","_delay","_deserted","_respawns","_noend","_dead","_nodelay","_timeout","_position","_dir","_effect","_rounds","_run","_unit","_explode","_dynamic","_unitinit","_haveinit","_unitname","_type"];
    if (!isServer) exitWith {};
    
    // Define variables
    _unit = _this select 1;
    _delay = if (count _this > 1) then {_this select 1} else {30};
    _deserted = if (count _this > 2) then {_this select 2} else {120};
    _respawns = if (count _this > 3) then {_this select 3} else {0};
    _explode = if (count _this > 4) then {_this select 4} else {false};
    _dynamic = if (count _this > 5) then {_this select 5} else {false};
    _unitinit = if (count _this > 6) then {_this select 6} else {};
    _haveinit = if (count _this > 6) then {true} else {false};
    
    _hasname = true;
    _unitname = APERSBoundingMine_Range_Mag;
    if (isNil _unitname) then {_hasname = false;} else {_hasname = true;};
    _noend = true;
    _run = true;
    _rounds = 0;
    
    if (_delay < 0) then {_delay = 0};
    if (_deserted < 0) then {_deserted = 0};
    if (_respawns <= 0) then {_respawns= 0; _noend = true;};
    if (_respawns > 0) then {_noend = false};
    
    _dir = getDir _unit;
    _position = getPosASL _unit;
    _type = typeOf _unit;
    _dead = false;
    _nodelay = false;
    
    
    // Start monitoring the vehicle
    while {_run} do 
    {	
     sleep (5 + (random 20));
     if ((getDammage _unit > 0.8) and ({alive _x} count crew _unit == 0)) then {_dead = true};
    
    // Check if the vehicle is deserted.
    if (_deserted > 0) then
    {
       _nearPlayers = false;
       {
         if ((_x distance _unit) < PARAMS_VehicleRespawnDistance) exitWith { _nearPlayers = true; };
       } forEach playableUnits;
    	if ((getPosASL _unit distance _position > 10) and ({alive _x} count crew _unit == 0) and (getDammage _unit < 0.8) and !_nearPlayers) then 
    	{
    		_timeout = time + _deserted;
    		sleep 0.1;
    	 	waitUntil {_timeout < time or !alive _unit or {alive _x} count crew _unit > 0};
    		if ({alive _x} count crew _unit > 0) then {_dead = false}; 
    		if ({alive _x} count crew _unit == 0) then {_dead = true; _nodelay =true}; 
    		if !(alive _unit) then {_dead = true; _nodelay = false}; 
    	};
    };
    
    // Respawn vehicle
     if (_dead) then 
    {	
    	if (_nodelay) then {sleep 0.1; _nodelay = false;} else {sleep _delay;};
    	if (_dynamic) then {_position = getPosASL _unit; _dir = getDir _unit;};
    	if (_explode) then {_effect = "M_AT" createVehicle getPosASL _unit; _effect setPosASL getPosASL _unit;};
    	sleep 0.1;
    
    	deleteVehicle _unit;
    	sleep 2;
    	_unit = _type createVehicle _position;
    	_unit setPosASL _position;
    	_unit setDir _dir;
    
    	_dead = false;
    
    	// Check respawn amount
    	if !(_noend) then {_rounds = _rounds + 1};
    	if ((_rounds == _respawns) and !(_noend)) then {_run = false;};
    };
    };

    Here is the code i am trying to use but with no luck.

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