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WildFire6

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Everything posted by WildFire6

  1. Do sites work? I would create a bunch of empty sites maybe 30. Set each probability up to 30% that way only 8-12 show up and it changes each time its ran. Name all of them with the same name with a number at the end ex: nme_camp_1, nme_camp_30.. Then add a game logic to count how many are active. Once you have them in a list a lot can be done. You can get the position of each site, create triggers and spawn enemies.
  2. WildFire6

    =BTC= Revive

    In the init file there is an option "btc_disable_respawn=0" set this to 1 and it disables it. Youll still be able to revive. ---------- Post added at 05:47 AM ---------- Previous post was at 05:45 AM ---------- You might want to set the revive time up a LOT higher.
  3. WildFire6

    =BTC= Revive

    Thanks Giallustio!
  4. WildFire6

    =BTC= Revive

    Here is what I am asking for. This is the init file I modified. Notice in my MHQ's I have all the mhq's defined. But I would like to add actions to each so I can get back to base or go from one to the other. However once you go to the mobile mhq's alpha and bravo you cant get back which was my intention. I am hoping the addaction to each spawnpoint can be put into an array like the mhq's. Like an array for BTC_base_flag_w/e. You'll see my custom lines at the bottom. /* Created by =BTC= Giallustio version 0.7 Visit us at: http://www.blacktemplars.altervista.org/ 06/03/2012 */ ////////////////// EDITABLE \\\\\\\\\\\\\\\\\\\\\\\\\\ BTC_revive_time_min = 5; BTC_revive_time_max = 600; BTC_who_can_revive = ["Man"]; BTC_loop_check = 0; BTC_disable_respawn = 0; BTC_respawn_gear = 1; BTC_active_lifes = 0; BTC_lifes = 10; BTC_black_screen = 0;//Black screen + button while unconscious or action wheel and clear view BTC_action_respawn = 1;//if black screen is set to 0 you can choose if you want to use the action wheel or the button. Keep in mind that if you don't use the button, the injured player can use all the action, frag too.... BTC_respawn_time = 3; BTC_active_mobile = 1;//Active mobile respawn (You have to put in map the vehicle and give it a name. Then you have to add one object per side to move to the mobile (BTC_base_flag_west,BTC_base_flag_east) - (1 = yes, 0 = no)) BTC_mobile_respawn = 1;//Active the mobile respawn fnc (1 = yes, 0 = no) BTC_mobile_respawn_time = 30;//Secs delay for mobile vehicle to respawn BTC_need_first_aid = 0;//You need a first aid kit to revive (1 = yes, 0 = no) BTC_pvp = 0; //(disable the revive option for the enemy) BTC_injured_marker = 0; BTC_vehs_mobile_west = [MHQ_Alpha, MHQ_Bravo, SeaPort, LZ_Spartan, Base];//Editable - define mobile west BTC_vehs_mobile_east = [mobile_east_0];//Editable - define mobile east BTC_vehs_mobile_guer = [];//Editable - define mobile independent ////////////////// Don't edit below \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ //FNC call compile preprocessFile "=BTC=_revive\=BTC=_functions.sqf"; if (isServer) then { //Mobile if (BTC_active_mobile == 1 && count BTC_vehs_mobile_west != 0) then {for "_i" from 0 to ((count BTC_vehs_mobile_west) - 1) do {_veh = (BTC_vehs_mobile_west select _i);_var = str (_veh);_veh setVariable ["BTC_mobile_west",_var,true];if (BTC_mobile_respawn == 1) then {_resp = [_veh,_var,"BTC_mobile_west"] spawn BTC_vehicle_mobile_respawn;};};} else {{deleteVehicle _x} foreach BTC_vehs_mobile_west;}; if (BTC_active_mobile == 1 && count BTC_vehs_mobile_east != 0) then {for "_i" from 0 to ((count BTC_vehs_mobile_east) - 1) do {_veh = (BTC_vehs_mobile_east select _i);_var = str (_veh);_veh setVariable ["BTC_mobile_east",_var,true];if (BTC_mobile_respawn == 1) then {_resp = [_veh,_var,"BTC_mobile_east"] spawn BTC_vehicle_mobile_respawn;};};} else {{deleteVehicle _x} foreach BTC_vehs_mobile_east;}; if (BTC_active_mobile == 1 && count BTC_vehs_mobile_guer != 0) then {for "_i" from 0 to ((count BTC_vehs_mobile_guer) - 1) do {_veh = (BTC_vehs_mobile_guer select _i);_var = str (_veh);_veh setVariable ["BTC_mobile_guer",_var,true];if (BTC_mobile_respawn == 1) then {_resp = [_veh,_var,"BTC_mobile_guer"] spawn BTC_vehicle_mobile_respawn;};};} else {{deleteVehicle _x} foreach BTC_vehs_mobile_guer;}; BTC_killed_pveh = [];publicVariable "BTC_killed_pveh"; BTC_drag_pveh = [];publicVariable "BTC_drag_pveh"; BTC_marker_pveh = [];publicVariable "BTC_marker_pveh"; }; if (isDedicated) exitWith {}; BTC_dragging = false; BTC_respawn_cond = false; //Init [] spawn { waitUntil {!isNull player}; waitUntil {player == player}; "BTC_drag_pveh" addPublicVariableEventHandler BTC_fnc_PVEH; "BTC_marker_pveh" addPublicVariableEventHandler BTC_fnc_PVEH; "BTC_killed_pveh" addPublicVariableEventHandler BTC_fnc_PVEH; player addRating 9999; BTC_side = side player; BTC_respawn_marker = format ["respawn_%1",side player]; if (BTC_respawn_gear == 1) then {player addEventHandler ["HandleDamage", BTC_fnc_handledamage];}; player addEventHandler ["HandleDamage", BTC_fnc_handledamage]; player addEventHandler ["Killed", BTC_player_killed]; player setVariable ["BTC_need_revive",0,true]; if ([player] call BTC_is_class_can_revive) then {player addAction [("<t color=""#ED2744"">") + ("First aid") + "</t>","=BTC=_revive\=BTC=_addAction.sqf",[[],BTC_first_aid], 8, true, true, "", "[] call BTC_check_action_first_aid"];}; player addAction [("<t color=""#ED2744"">") + ("Drag") + "</t>","=BTC=_revive\=BTC=_addAction.sqf",[[],BTC_drag], 8, true, true, "", "[] call BTC_check_action_drag"]; if (BTC_active_mobile == 1) then { switch (true) do { case (side player == west) : {{_spawn = [str (_x)] spawn BTC_mobile_marker;BTC_base_flag_west addAction [("<t color=""#ED2744"">") + ("Move to mobile " + format ["%1",_x]) + "</t>","=BTC=_revive\=BTC=_addAction.sqf",[[str (_x)],BTC_move_to_mobile], 8, true, true, "", format ["[str (%1)] call BTC_mobile_check",_x]]; // Custom Lines SeaPort addAction [("<t color=""#ED2744"">") + ("Move to mobile " + format ["%1",_x]) + "</t>","=BTC=_revive\=BTC=_addAction.sqf",[[str (_x)],BTC_move_to_mobile], 8, true, true, "", format ["[str (%1)] call BTC_mobile_check",_x]]; LZ_Spartan addAction [("<t color=""#ED2744"">") + ("Move to mobile " + format ["%1",_x]) + "</t>","=BTC=_revive\=BTC=_addAction.sqf",[[str (_x)],BTC_move_to_mobile], 8, true, true, "", format ["[str (%1)] call BTC_mobile_check",_x]]; // End Custom Lines } foreach BTC_vehs_mobile_west;}; case (side player == east) : {{_spawn = [str (_x)] spawn BTC_mobile_marker;BTC_base_flag_east addAction [("<t color=""#ED2744"">") + ("Move to mobile " + format ["%1",_x]) + "</t>","=BTC=_revive\=BTC=_addAction.sqf",[[str (_x)],BTC_move_to_mobile], 8, true, true, "", format ["[str (%1)] call BTC_mobile_check",_x]];} foreach BTC_vehs_mobile_east;}; case (side player == guer) : {{_spawn = [str (_x)] spawn BTC_mobile_marker;BTC_base_flag_guer addAction [("<t color=""#ED2744"">") + ("Move to mobile " + format ["%1",_x]) + "</t>","=BTC=_revive\=BTC=_addAction.sqf",[[str (_x)],BTC_move_to_mobile], 8, true, true, "", format ["[str (%1)] call BTC_mobile_check",_x]];} foreach BTC_vehs_mobile_guer;}; }; }; BTC_gear = [] call BTC_get_gear; if (BTC_loop_check == 1) then {[] spawn BTC_revive_loop;}; //[] spawn {while {true} do {sleep 0.5;hintSilent format ["%1",BTC_gear];};}; hint "REVIVE STARTED"; };
  5. WildFire6

    =BTC= Revive

    In the init file if you change "man" to "class_name" of the character you want it should work. I believe thats why he put it in there.
  6. WildFire6

    TAW View Distance Script

    I would imagine the only ones you'd need are max view distance and none and high grass options. None for those looking for more realism in their server and high for those worried about low fps, if were even sure grass has a substantial impact on fps... But awesome, good news regardless.
  7. WildFire6

    =BTC= Revive

    Last request, I swear.. modify the addaction for each client so that we have multiple flags. Right now im using a mobile teleport to get to my seaport and my aviation area. Once you teleport there there is a teleport opion to teleport back to base or to any of the mhq's. So the mhq array works great just need one for the teleports. So I have it working now it just looks hideous. Would be nice in the future to have a whole standalone package.
  8. WildFire6

    =BTC= Revive

    Nope didnt know you were branching it. Just downloaded from the first post this morning to see if that had the lastest, but it was 6. I'll snoop around btc see if I can find it.
  9. WildFire6

    =BTC= Revive

    Just a quick note, if you disable gear respawn, it breaks respawning completely. Or maybe just breaks the action menu option, I dont know sh** was broke. Was stuck at title black fadeout and never came out although avatar was respawned.
  10. WildFire6

    TAW View Distance Script

    Ok Tonic Im asking for a feature request here. I am using this already on my server and I went through the script and took out the grass setting "none". Is there any way you can maybe throw in a future release and pass an option into the array to disable none and force the clients to at least have low grass setting when joining? There was a big discussion on this in another thread which it seemed like a lot of peeps including myself agreed that grass should stay on at least low, simply because playing without grass of any kind takes away the whole simulator feel. Maybe just a: [boolean] execVM "taw_vd\init.sqf"; // add true to array to disable grass off option Perhaps we could even expand to: [boolean, 3000, 3000, 5000] execVM "taw_vd\init.sqf"; // grass disable option/ max_s_foot sliderSetRange / max_s_car sliderSetRange / max_s_air sSR.. inside init.sqf: _max_foot = _this select 1; _max_car = _this select 2; _max_air = _this select 3; [max_foot, max_car, max_air] taw_vd\open.sqf open.sqf: _max_foot = _this select 0; _max_car = _this select 1; _max_air = _this select 2; _s_foot sliderSetRange [100,_max_foot]; etc.. I like it so far anyhow, I'll modify it as needed if you dont feel like adding this stuff, but I think you should get the full credit for a nice little mod. I like it. Cheers!
  11. In the script i modified adjust the ranges that are 0.25-0.3 and so on. Kepp in mind he has like 4 different enemy spawn scripts. You need to modify all of them. The top line is for day the bottom for night. 0.01 will make the enemies braindead, anything above 0.5 and they start getting all aimbot-y. As in my adjustment I recommend around .2-.3 for night .3-.5+ for day. Make sure you modify all four spawn scripts and play with them til you like it. There are also options in the tpwcas init script, id suggest looking at it as I did modify mine. However your primary point and question I have already given you the tools. If you cannot figure out what setting you like we'll have to assume youre just not trying and testing. This community is about modifying, get your hands dirty and modify. Its on you now. Good luck, and your welcome.
  12. maquez the skill adjustments I made are a lot more relevant than messing with tpwcas. tpwcas works, and quite well. aimbot is the AI's skill, which is what I modified. There is a new command for checking sunup and stuff like that, I seen someone else posting on the forums about it. Might have to look into that and adjust the script. Otherwise what I have there has been reported for the last couple days is relatively good skill settings. At least for <10 players typically.
  13. This almost certainly means theres gonna be a hotfix. Im stoked. Todays server hosting was a mess, and I feel bad for all the peeps that joined and it crashed every time.
  14. WildFire6

    =BTC= Revive

    You might want to add a little if statement in there that checks whether there is an east/west mhq defined and then skips the init parts if its not. I havent defined an east and I see all the script errors in my server log where its hosing up the east side init lines, no big deal or game breaker or anything, just you know, could be optimized. Once we get this respawning mhq addaction stuff worked out, I'll be ridiculously happy with what you've given us. This early in the game and you've really improved it tenfold right off the bat. Seriously good work, thank you.
  15. WildFire6

    =BTC= Revive

    I think your absolutely right. And it makes sense since the new MHQ probably gets a new name/variable. Thats ingenious. I knew it was something simple. Thanks a lot.
  16. WildFire6

    =BTC= Revive

    OK, well around 2-4 hours at some point whether it was zorro's MSO sandbox mission or Focht's insurgency type mission the teleport to MHQ option disappears for all clients. Its like the script that checks and addaction's to the client gets lost or stops running. No clients are able to teleport. This is after a couple hours of being able to teleport/revive use all the other functions of the scripts without error. Even after we lose the teleport option we can still use the first aid, drag, and respawn actions. So it is solely on the teleport. Im thinking maybe the trigger dies after a while or the object its attached to gets nulled or something. Maybe some part of the file can check time vs mission start time and delete addactions to users and create a new one. I dont know just spit-balling.
  17. WildFire6

    =BTC= Revive

    Is there a way to re-init btc during the mission so we can get the teleport action back? I'm sorry but this is a pretty big mission breaker after its been running for like 3-6 hours and half the map is cleared. Its really disappointing.
  18. I added this to all the spawnenemy scripts to even it out, works pretty good on my server: Spawnenemies.sqf if (isServer) then { // Get time of day to spawn enemies with varying difficulty _gametime = daytime; //if game world time is day it will spawn enemies with higher difficulty, otherwise they will be lower. _spawnPos = markerPos (_this select 0); _grp= _this select 1; if (_gametime >= 5.0 && _gametime <= 19.0) then { _grp = [_spawnPos, East, (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> "OIA_InfTeam"),[],[],[0.25,0.5]] call BIS_fnc_spawnGroup; } else { _grp = [_spawnPos, East, (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> "OIA_InfTeam"),[],[],[0.1,0.3]] call BIS_fnc_spawnGroup; }; sleep 0.1; 0=[_spawnPos,units _grp,30,0,[0,4],true] execvm "shk_buildingpos.sqf"; };
  19. Ok I am attempting to implement eject EH's on all my mp games since im tired of being rocket spammed. Right now im using a script to add the EH's and it uses private data with a predefined array containing the uid's ive added. But since the server needs to be reloaded or rather the mission; every time I add a uid this is not a great option. Is there any way to use a console command like #exec somefile userid to modify the array in real time? Im even thinking of something like a radio trigger that checks admin status and then waits for user input. If this is successful and I am able to mod arrays in the namespace how would I go about updating the EH's on each client? Or maybe just the client whose uid was added.
  20. WildFire6

    =BTC= Revive

    Dont know if this has been posted yet but anyone else having an issue where if the mission is running for a couple hours the teleport option disappears from the object for all players?
  21. "DEALBREAKER AVERTED." I like your style sir.
  22. Just a slight error I kinda noticed. Bob Saget only has one "g". Could be a deal breaker that one. LOL.
  23. We also tried 28. A few suggestions ive noticed from my own mission making. Unit markers suck. They update constantly and query each squad leader. If we need to know where the sqadleader is he can mark it on the map. A resource heavy marker is not necessary. There is a problem with cep. We notice every engagement that an entire squad spawns in close proximity we get immediately violated. After respawning we cannot find the squad and typically only find one guy running around. My theory is squad is cached and theres a problem with the respawn. Also depending on which method this version uses to spawn enemies. (Fnc_spawngroup/createvehicle etc..)to make sure you fill in the skill array. Currently the ai never miss at all. it is impossible..
  24. WildFire6

    TeeTimes Warfare

    Yeah so we couldnt access any of the ammo boxes we bought. We discussed the vehicle despawn. Might want to make helicopters of any kind a bit more expensive. Seeing a scout little bird in 20 minutes was a little fast it seemed. Also something kind of random. Ok so I dont remember when but the guy in my car managed to teamkill and AI or something. So every time we came to base or passed a friendly held objective they fired on us. It was hard to tell who was friendly and who was enemy. We ended up decimating our own town resistance because they kept shooting the crap out of us.. Maybe some kind of solution where if you switch sides you just respawn so that you wont get shot at. Think of it as a necessary punishment for the betterment of the team... Otherwise pretty good for such an early version. Make light vehicles purchaseable at friendly held town.
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