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aceking

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Everything posted by aceking

  1. I am looking for a script that will work in MP where I can choose what kinds of weapons and magazines each specific players can take from an ammocrate. Does anyone have any such script or can me one? Something like the Domination weapon limit script, but I don't know how to implement that in a regular MP coop mission. The purpose of this script is so that each player can only take the weapons and magazines for his designated role.
  2. nice, it seems to work well, thx for the help Demonized. i got a question tho... if a gave a player a weapon with the addWeapon command in his init, and if he was to place that weapon into the DMZ_DA ammo crate as a result of swapping for another weapon, then would other players be able to see that weapon he placed in there and be able to take it?
  3. ah, this looks like what I'm looking for. how can i make it so that i can correctly assign multiple units to a loadout availability, such as like this==[unit1, unit2, unit3]. (im not good at scripting so thats the best i can explain what im talking about, im guessing this is an array, but i don't know how to type it correctly that it will work. i have over 30 slots, so i don't wanna have to put a whole bunch of blocks for every unit in the script
  4. I'm making a combat search and rescue mission where a large group of players starting off at a base has to rescue a smaller group of players (s1, s2, s3, and s4) that start off somewhere else on the map. I'm using this script that checks if all playable units are within 70m from a game logic object called "base1", and this script condition (b_platoonReorgdBLU) fires a mission success end trigger to end the mission after all players have "returned to base". The problem is is that many times when all players have died, it will still fire off the mission success end trigger, even if there is nobody back at the base (near base1). Can someone modify this script so that at least 2 out of 4 of the group of players that's supposed to be rescued (s1, s2, s3, and s4), as well as keeping the original condition that all playable units have to be near "base1" for the mission end trigger to fire? sleep 2.0; if(isServer) then { [] spawn { while {true} do { private ["_unitsBLU", "_num"]; _unitsBLU = []; { if ((side _x == WEST) && (alive _x)) then { _unitsBLU = _unitsBLU + [_x]; }; } forEach PlayableUnits; _num = 0; { if (_x distance base1 < 70) then { _num = _num + 1; }; } forEach _unitsBLU; b_platoonReorgdBLU = (_num >= (count _unitsBLU)); sleep 10.0; }; }; };
  5. ah, okay. i was hoping there could be like a ratio or percetange of the rescuable units present count, but i can work with switching them to another side and putting a present trigger. thx for help
  6. I've been trying to get spectating to working on my missions, but for some reason, any spectating script I use doesn't work on a dedicated server. I've tried using GTD spectating script, ACE Kegety, and some other spectating script. When I used GTD spectate, it just said that it was entering spectating mode, but nothing happens after that (I didn't forget to add specPen and spec starting point). With ACE mod Kegety spectate, i think last time i tested, u see the spectate screen for a second and then u just turn into a butterfly. The spectate script im using now, it will work fine in the editor or hosted server when i test through entering spectate mode via addaction menu, but when i test on dedicated server with another player, I just turn into a butterfly. Anyone know what's wrong?
  7. Okay, thx buliwyf. yah, its def something with my mission cuz none of the spectator scripts ive tried on my mission has worked. I actually don't plan to use GDT spectate script anymore because one of my mission end trigger requires that all player return to base and checks if all players are within a vicity of a game logic called base... and since GDT spectate respawn dead players at a specPen, it would prevent my RTB mission end trigger from firing. But im sure that w/e reason my mission didn't work with GDT script is also the reason y its not working with any of the other spectate script that ive been trying to use EDIT: N/m... I got it working. apparently i had to set respawn=0, even though the spectate example mission had set it to respawn="BIRD" in the extention.ext
  8. ive trid with Init.sqf: if (!(isNull player)) then //non-JIP player { [] execVM "scripts\medkitscheck.sqf"; [] execVM "scripts\medkitscheck2.sqf"; player execVM "x_client\x_savelayout.sqf"; }; if (!isServer && isNull player) then //JIP player { waitUntil {!isNull player}; [] execVM "scripts\medkitscheck.sqf"; [] execVM "scripts\medkitscheck2.sqf"; player execVM "x_client\x_savelayout.sqf"; }; but i still don't see a saved loadout message on the bottom left corner of my screen when i enter the server. where is this d_init.sqf file located? Also, i had another related question... i also customized the cargo in each of the respawnable vehicles. how can i make those vehicles respawn after getting destroyed with the same cargo lodaout as it started with?
  9. ah, ok got it working with the f2 crew type check framework. thx
  10. i have customized the gear for every playable unit, is there a way that i can make it so that it automatically saves that gear loudout that the player starts with as soon as he enters the server? i've tried to run execVM "x_client\x_savelayout.sqf" onto the units init line, but it doesn't save.
  11. I have this script that someone gave me that basically delays the mission start so that Dynamic AI Creator (DAC) that I've implemented in my mission can have some time to load. disableUserInput true; titleText [format["WELCOME TO OPERATION VENOM\n\nThe Battlefield is being generated . . .\n\nplease be patient"], "BLACK OUT",0.01]; waituntil {DAC_Basic_Value > 0}; disableUserInput false; titleText ["", "BLACK IN",2]; This script disable user input and turns the screen black. I would like to have another method instead where players cannot go a certain distance far from a game logic object until the condition that the DAC has finished its initialization. Can somebody script this for me?
  12. aight, ill look for that push away trigger... if not that, then the delete vehicle barrier sounds like a good idea. thx again
  13. Is there a way that I can lock all DAC spawned enemy armor vehicles from human blufor players from getting in and operating it?
  14. i've restarted arma and loaded different mission to in-game. but when i go back to my original modified arma mission.. the parameter options are still the same. is there some kind of parameter sqf file somewhere in the mission folder that i am missing? EDIT: o n/m, i got it working... just made a stupid mistake and forgot to save in editor i guess. thx for the help grimes
  15. Does anyone know where/how i can access the mission parameters? i tried to manipulate the settings from the description.ext file... but when i test it on the server, the parameters list shows no changes. for example... i changed the ACE wounds times and default settings in the description.ext file... when i tested to see the changes in the server... it showed the same options and setting as before i had changed it.
  16. I'm trying to make some multiplayer missions for the United Operations server. I think the server is configed to standardaize map grid digits to 10, but i gave the dagr device to alot of units in the mission, and the dagr only support 8 digits when inputting waypoints. However, I remember playing domination and around 2 other missions on the server where the map grid digits was set to 8. Is there a way that I could make my missions to keep the map grid digits to 8 instead of 10?
  17. the server that im making the mission for is a community server which im just a member of, and have no access authority to put addons and stuff. is there a way that i can change the gird digits in my mission through like an init.sqf command or something?
  18. ahh, okay that must be it then... i remember installing DAC previously from six shooter updater to get onto another server and i probably had it running while editing these missions. will test it out later... thx so much for the help!
  19. thanks for the help on mission delay. but im pretty clueless as to what i might have done wrong in my mission to not make DAC AI group spawn. Can anyone take a look into my mission file and see what I did that's not making it work correctly? Mission file link https://www.yousendit.com/download/YTYvTkFuQVNOMUEwTVE9PQ
  20. It said in the manual that the DAC_fast_init option was available to singleplayer mode only. The mission that im making cater to a lare multiplayer coop community (United Operations), so that, as well as the DAC_intern logic is not an option. Ill check out the sector_fight mission that teliX mentioned though. Right now however, im kinda fustrated to know as to why DAC isn't spawning any AI groups on the map when testing on a dedicated server. Like I said before, when me and a couple guys tested on the dedicated server, the mission will just say that [DAC is initializing] right from the start... but even like 30 or 40 minutes in, there would still be no hint that DAC finished, and no AI would spawn on the map.
  21. k, i check out the manual. the community i play with is made up of large number of people, around 40 to 50, so i'd rather not do the helo insert thing. but anyway, me and a group of guys tested on of my missions today, and for some reason, on the dedicated server, DAC didn't spawn any AI groups. It will just say [DAC is initializing...] at the beginning, but even after alot of time has passed in the mission, there would be no finishing hint and the map would still be empty of AI. Anyone know whats wrong?
  22. alirte, i got it working... i forgot to put the dac_extern logic. but i got another question... since i have alot of zones and ai groups, is there a way that i could delay the mission start so that players can begin after DAC has had time to initialize all those waypoints and units?
  23. I keep getting an error that says: "DAC has caused an error... The initialization has missed... Error number 7: Waypoints" does anyone know how to fix this? I've checked all my zones and they all seem fine: fun=[""z1"",[1,0,0],[5,3,100,30],[4,2,70,20],[2,1,60,20],[],[0,0,0,0,0]] spawn DAC_Zone fun=[""z1_1"",[2,0,0],[3,2,20,7],[2,2,15,7],[],[],[3,3,3,0,0]] spawn DAC_Zone fun=[""z1_2"",[2,0,0],[4,2,40,7],[2,2,15,7],[],[],[3,3,3,0,0]] spawn DAC_Zone fun=[""z1_3"",[2,0,0],[2,3,15,6],[2,2,15,6],[],[],[3,3,3,0,0]] spawn DAC_Zone fun=[""z1_4"",[2,0,0],[3,2,20,7],[2,2,15,7],[],[],[3,3,3,0,0]] spawn DAC_Zone fun=[""z1_5"",[2,0,0],[3,2,20,7],[2,2,15,7],[],[],[3,3,3,0,0]] spawn DAC_Zone fun=[""z1_6"",[2,0,0],[3,2,20,7],[2,2,15,7],[],[],[3,3,3,0,0]] spawn DAC_Zone fun=[""z1_7"",[2,0,0],[2,2,15,7],[2,2,15,7],[],[],[3,3,3,0,0]] spawn DAC_Zone fun=[""z1_8"",[2,0,0],[2,2,15,7],[2,2,15,7],[],[],[3,3,3,0,0]] spawn DAC_Zone fun=[""z1_9"",[2,0,0],[2,2,20,7],[2,2,15,6],[],[],[3,3,3,0,0]] spawn DAC_Zone fun=[""z2"",[1,0,0],[6,3,90,25],[4,2,70,20],[2,1,50,20],[],[0,0,0,0,0]] spawn DAC_Zone fun=[""z2_1"",[2,0,0],[2,2,15,7],[2,2,15,7],[],[],[3,3,3,0,0]] spawn DAC_Zone fun=[""z2_2"",[2,0,0],[2,2,15,7],[2,2,15,7],[],[],[3,3,3,0,0]] spawn DAC_Zone fun=[""z2_3"",[2,0,0],[2,2,15,7],[2,2,15,7],[],[],[3,3,3,0,0]] spawn DAC_Zone fun=[""z2_4"",[2,0,0],[2,2,15,7],[2,2,15,7],[],[],[3,3,3,0,0]] spawn DAC_Zone fun=[""z2_5"",[2,0,0],[2,2,15,7],[2,2,15,7],[],[],[3,3,3,0,0]] spawn DAC_Zone fun=[""z2_6"",[2,0,0],[2,2,15,7],[2,2,15,7],[],[],[3,3,3,0,0]] spawn DAC_Zone fun=[""z2_7"",[2,0,0],[2,2,15,7],[2,2,15,7],[],[],[3,3,3,0,0]] spawn DAC_Zone fun=[""z2_8"",[2,0,0],[2,2,15,7],[2,2,15,7],[],[],[3,3,3,0,0]] spawn DAC_Zone fun=[""z3"",[1,0,0],[5,2,80,25],[4,2,70,15],[2,2,50,15],[],[0,0,0,0,0]] spawn DAC_Zone fun=[""z3_1"",[2,0,0],[2,2,15,7],[2,2,15,7],[],[],[3,3,3,0,0]] spawn DAC_Zone fun=[""z3_3"",[2,0,0],[2,2,15,7],[2,2,15,7],[],[],[3,3,3,0,0]] spawn DAC_Zone fun=[""z3_4"",[2,0,0],[2,2,15,7],[2,2,15,7],[],[],[3,3,3,0,0]] spawn DAC_Zone fun=[""z3_5"",[2,0,0],[2,2,15,7],[2,2,15,7],[],[],[3,3,3,0,0]] spawn DAC_Zone fun=[""z3_6"",[2,0,0],[2,2,15,7],[2,2,15,7],[],[],[3,3,3,0,0]] spawn DAC_Zone fun=[""z3_7"",[2,0,0],[2,2,15,7],[2,2,15,7],[],[],[3,3,3,0,0]] spawn DAC_Zone fun=[""z3_8"",[2,0,0],[2,2,15,7],[2,2,15,7],[],[],[3,3,3,0,0]] spawn DAC_Zone fun=[""z4"",[1,0,0],[6,2,70,25],[4,2,60,15],[2,1,50,15],[],[0,0,0,0,0]] spawn DAC_Zone ---------- Post added at 01:43 PM ---------- Previous post was at 01:42 PM ---------- I keep getting an error that says: "DAC has caused an error... The initialization has missed... Error number 7: Waypoints" does anyone know how to fix this? I've checked all my zones and they all seem fine: fun=["z1",[1,0,0],[5,3,100,30],[4,2,70,20],[2,1,60,20],[],[0,0,0,0,0]] spawn DAC_Zone fun=["z1_1",[2,0,0],[3,2,20,7],[2,2,15,7],[],[],[3,3,3,0,0]] spawn DAC_Zone fun=["z1_2",[2,0,0],[4,2,40,7],[2,2,15,7],[],[],[3,3,3,0,0]] spawn DAC_Zone fun=["z1_3",[2,0,0],[2,3,15,6],[2,2,15,6],[],[],[3,3,3,0,0]] spawn DAC_Zone fun=["z1_4",[2,0,0],[3,2,20,7],[2,2,15,7],[],[],[3,3,3,0,0]] spawn DAC_Zone fun=["z1_5",[2,0,0],[3,2,20,7],[2,2,15,7],[],[],[3,3,3,0,0]] spawn DAC_Zone fun=["z1_6",[2,0,0],[3,2,20,7],[2,2,15,7],[],[],[3,3,3,0,0]] spawn DAC_Zone fun=["z1_7",[2,0,0],[2,2,15,7],[2,2,15,7],[],[],[3,3,3,0,0]] spawn DAC_Zone fun=["z1_8",[2,0,0],[2,2,15,7],[2,2,15,7],[],[],[3,3,3,0,0]] spawn DAC_Zone fun=["z1_9",[2,0,0],[2,2,20,7],[2,2,15,6],[],[],[3,3,3,0,0]] spawn DAC_Zone fun=["z2",[1,0,0],[6,3,90,25],[4,2,70,20],[2,1,50,20],[],[0,0,0,0,0]] spawn DAC_Zone fun=["z2_1",[2,0,0],[2,2,15,7],[2,2,15,7],[],[],[3,3,3,0,0]] spawn DAC_Zone fun=["z2_2",[2,0,0],[2,2,15,7],[2,2,15,7],[],[],[3,3,3,0,0]] spawn DAC_Zone fun=["z2_3",[2,0,0],[2,2,15,7],[2,2,15,7],[],[],[3,3,3,0,0]] spawn DAC_Zone fun=["z2_4",[2,0,0],[2,2,15,7],[2,2,15,7],[],[],[3,3,3,0,0]] spawn DAC_Zone fun=["z2_5",[2,0,0],[2,2,15,7],[2,2,15,7],[],[],[3,3,3,0,0]] spawn DAC_Zone fun=["z2_6",[2,0,0],[2,2,15,7],[2,2,15,7],[],[],[3,3,3,0,0]] spawn DAC_Zone fun=["z2_7",[2,0,0],[2,2,15,7],[2,2,15,7],[],[],[3,3,3,0,0]] spawn DAC_Zone fun=["z2_8",[2,0,0],[2,2,15,7],[2,2,15,7],[],[],[3,3,3,0,0]] spawn DAC_Zone fun=["z3",[1,0,0],[5,2,80,25],[4,2,70,15],[2,2,50,15],[],[0,0,0,0,0]] spawn DAC_Zone fun=["z3_1",[2,0,0],[2,2,15,7],[2,2,15,7],[],[],[3,3,3,0,0]] spawn DAC_Zone fun=["z3_3",[2,0,0],[2,2,15,7],[2,2,15,7],[],[],[3,3,3,0,0]] spawn DAC_Zone fun=["z3_4",[2,0,0],[2,2,15,7],[2,2,15,7],[],[],[3,3,3,0,0]] spawn DAC_Zone fun=["z3_5",[2,0,0],[2,2,15,7],[2,2,15,7],[],[],[3,3,3,0,0]] spawn DAC_Zone fun=["z3_6",[2,0,0],[2,2,15,7],[2,2,15,7],[],[],[3,3,3,0,0]] spawn DAC_Zone fun=["z3_7",[2,0,0],[2,2,15,7],[2,2,15,7],[],[],[3,3,3,0,0]] spawn DAC_Zone fun=["z3_8",[2,0,0],[2,2,15,7],[2,2,15,7],[],[],[3,3,3,0,0]] spawn DAC_Zone fun=["z4",[1,0,0],[6,2,70,25],[4,2,60,15],[2,1,50,15],[],[0,0,0,0,0]] spawn DAC_Zone
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