Jump to content

McSpeed

Member
  • Content Count

    106
  • Joined

  • Last visited

  • Medals

Everything posted by McSpeed

  1. depends on what you want. i like editor placement for precise, small jobs. but when it comes to the rough i love to use DAC, define a few zones and have the ability to trigger them when i need them. that keeps the mission light until you need the spawns to occur.
  2. oooooOOOOOo :) lovely. how would i go about getting those and applying them?
  3. i realise this is an old post but it somewhat goes towards my problem. i have a bargate which i want to open for pilots and stay locked for all other units. I did get it working perfectly in single player / editor preview but have no success in MP. The reason i am not simply grouping the units with the gate is because players can leave the group. here is what i have: my bar gate: gate2 init field: this animate ["Bargate", 1]; gate=this execVM "gate.sqf"; this addEventHandler ["HandleDamage", {false}]; (gate sqf keeps the gate locked and prevents others from opening it via action menu) lock = true; while {lock} do { gate2 animate ["Bargate",1]; sleep 0.01; }; now i placed 2 triggers: - to open the gate for pilots: activation: Blufor / repeatedly / present / timeout type: none condition: Pilot1 in thislist or Pilot2 in thislist or Pilot3 in thislist or Pilot4 in thislist on act: gate2 animate ["Bargate", 0] on deact: gate2 animate ["Bargate", 1] - to exclude pilots from the gate.sqf lock activation: Blufor / repeatedly / present / timeout type: none condition: Pilot1 in thislist or Pilot2 in thislist or Pilot3 in thislist or Pilot4 in thislist on act: lock= false OK, as i said, in single player this works like a charm. I walk up to it with a pilot and it opens up. I try it with any other unit and it stays locked. what am i missing to apply this to MP? ----------- edit, now that have it written down neatly i realise that i seem to be doubling up here and probably wont need the first trigger.. but the problem still exists in MP.
  4. i had this issue with the 2.60 version and the 2.61 (beta)
  5. ok, after logging 20 times onto my server and falling to my death repeatedly i found the culprit. its SLXWounds :/ it seems that according to the DOM you are simply unconsious when getting hit or hitting the ground but slx decides you are in fact dead. which is why i get the display "XXX has died" once upon impact and then again when hitting the respawn key where it should be "xxx is unconsious" and when respawning "xxx has died". sooo... either its norrins script (i believe that is what is being used) or the slx wounds which needs to be looked at. since i have even less clue about scripting than you :p i will leave that one up to those that are "in the know" about these things.
  6. I am testing your 2.61 at the moment and love it :) only issue i have so far is mod related so thats no cause for alarm. one thought that popped up last night when testing with mousetrap was a missing "Remove member from team" button (mainly for AI but maybe as well for players) in the squad management console.
  7. hi there, not sure if it has been mentioned here before but io found a problem with the Version: @COSLX 2.4 Arma2CO in Domination (both 2.60 and 2.61) After dying for whatever reason and then either being revived or respawning i get stuck in the spectator mode with no way to continue the game (revive and respawn does work to the point where the unit is standing at the relative position. took me a while to narrow the problem down to the slx mod. i will try to eliminate the pbo's one by one to see which one is the culprit.
  8. Ok so i found the cause for the spectator issue. It's caused by the SLX Mod (Version: @COSLX 2.4 Arma2CO) though i have yet to find exactly which of the files is the culprit.
  9. urgh ok. 1. locate your dom.pbo and unpack it - use eliteness for that (google for it :p ) 2. move the folder that you get from unpacking to your editor directory (i.e. C:\Users\yourprofile\Documents\ArmA 2\yourprofile/missions/missionsname) The mission folder would be called something like co30_Domination_2_61_West_OA_v4.Takistan 3. provided your version is an older one you should now be able to open it in the editor (the thing that comes with arma) - Single player > Editor 4. a tonne of questions will come to you that have all been answered in these here forums :) but i recommend you get MrMurrays Armed Assault Editing Guide and read through that. 5. when you are done export mission to multiplayer and off you go
  10. if all you want is some vehicles without special abilities (like lifting and such) you can simply place them in the editor and have them respawn with the simple vehicle respawn script. - create a new text file in your mission folder (C:\Users\yourprofile\Documents\ArmA 2\yourprofile/missions/missionsname) - paste the following code into it /* ========================================================= Simple Vehicle Respawn Script v1.7 by Tophe of Östgöta Ops [OOPS] Put this in the vehicles init line: veh = [this] execVM "vehicle.sqf" Options: There are some optional settings. The format for these are: veh = [this, Delay, Deserted timer, Respawns, Effect, Static] execVM "vehicle.sqf" Default respawn delay is 30 seconds, to set a custom respawn delay time, put that in the init as well. Like this: veh = [this, 15] execVM "vehicle.sqf" Default respawn time when vehicle is deserted, but not destroyed is 120 seconds. To set a custom timer for this first put the respawn delay, then the deserted vehicle timer. (0 = disabled) Like this: veh = [this, 15, 10] execVM "vehicle.sqf" By default the number of respawns is infinite. To set a limit First set the other values then the number of respawns you want (0 = infinite). Like this: veh = [this, 15, 10, 5] execVM "vehicle.sqf" Set this value to TRUE to add a special explosion effect to the wreck when respawning. Default value is FALSE, which will simply have the wreck disappear. Like this: veh = [this, 15, 10, 5, TRUE] execVM "vehicle.sqf" By default the vehicle will respawn to the point where it first was when the mission started (static). This can be changed to dynamic. Then the vehicle will respawn to the position where it was destroyed. First set all the other values then set TRUE for dynamic or FALSE for static. Like this: veh = [this, 15, 10, 5, TRUE, TRUE] execVM "vehicle.sqf" If you you want to set the INIT field of the respawned vehicle, first set all other values, then set init commands. Those must be inside quotations. Like this: veh = [this, 15, 10, 5, TRUE, FALSE, "this setDammage 0.5"] execVM "vehicle.sqf" Default values of all settings are: veh = [this, 30, 120, 0, FALSE, FALSE] execVM "vehicle.sqf" Contact & Bugreport: harlechin@hotmail.com ========================================================= */ if (!isServer) exitWith {}; // Define variables _unit = _this select 0; _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 = false; _unitname = vehicleVarName _unit; 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 (2 + random 10); 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 { if ((getPosASL _unit distance _position > 10) and ({alive _x} count crew _unit == 0) and (getDammage _unit < 0.8)) 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_TOW_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; if (_haveinit) then {_unit setVehicleInit format ["%1;", _unitinit]; processInitCommands;}; if (_hasname) then {_unit setVehicleInit format ["%1 = this; this setVehicleVarName ""%1""",_unitname]; processInitCommands;}; _dead = false; // Check respawn amount if !(_noend) then {_rounds = _rounds + 1}; if ((_rounds == _respawns) and !(_noend)) then {_run = false;}; }; }; - save the file as vehicle.sqf - place any vehicle you like in the editor and enter this in the units Initalization field veh = [this, 5, 1800] execVM "vehicle.sqf" read through the vehicle.sqf to see what the numbers modify and change at will. i find this is the easiest way to add vehics, but there may be other ways. ---------- Post added at 20:13 ---------- Previous post was at 20:11 ---------- I do see the circle and i do respawn ( i get the message "you have respawned" and see myself standing at the flag or at the spot i was being revived) but then it switches to spectator mode and thats it...
  11. As i said, i am not running ACE :) And i can confirm that this will indeed add the rep ability, though now every unit has it, thus rendering engineers redundant... not a bad thing necessarily, thank you Mousetrap. Also, i managed to get the mission displayed in the editor by following this example Not wanting to appear ungrateful but all these were just minor issues i had. The major issue i have is the respawn/revive issue were players are stuck in spectator mode and have to quit to lobby every time they get dead. I was hoping someone would pick up on this one :)
  12. ah no, been reading about this rapify thing but wondered where it applies :) guess here it does. so i'll give that a shot, hehe :) thx ---- Tried to unRap the mission.sqm, both with and without separate files for root classes. But no joy, still get a blank map in editor. I do like the squad management interface though... very neat
  13. Hey guys, First of all i want to thank XENO for this incredible mission. The amount of work you put into this thing is staggering - and it shows :) I've run into a problem with the DOM260zc_160E version. i am running the standard non-ace no bells or whistles version and simply added a few pilots with the only pilots can fly option to avoid this one being treated as a flight school. I inserted the units, made them playable and named them Pilot1-Pilot4. My Problems are these: - As i wanted a pilot to be able to fix up a chopper in case of a bumpy landing i added "Pilot1","Pilot2","Pilot3","Pilot4" to the "IsEngineer" line , but all that adds is the option to build a trench. - All Pilots (and sometimes other units as well) seem to get stuck in the Spectator mode after successfully respawning or being revived. I can see the character standing at flag or wherever the revive occurred but there is no way to exit the spectator mode. I've been reading through this entire post and searched for a few days now but i just cant seem to find a hint on how to even approach a solution. Any thoughts on what could cause this or how this could be fixed? edit: this one wont load or open in the editor properly for me. I see the lobby but no roles and in the editor it just gives me a blank map. gah nvm, patience is a virtue i guess... had to wait a while for the roles... no joy with editor though
  14. i had a player kicked today for what i think might be a false positive? this is all thats in the scripts.log (yes i know its interrupted in mid-"sentence") my scripts.txt looks like this: any ideas?
  15. hehe, yes indeed. we do both. missions on pw server and open sessions on public server. but sometimes one of our squadS likes to run along on the dom to have fun and /or recruit pubbies. to this end we like to have a squad reserved for those guys. I just didnt think it that difficult to achieve... but then, this is arma... should have guessed :D
  16. hmmm, thanks a lot :) but alas no joy. i am somewhat surprised no one else finds interest in this. i would have thought some mp scripters would be around and may be able to help out. guess i am doomed to appear to be the power hungry admin from hell and kick players rather than prevent them from being where they shouldnt be.
  17. wow, i am actually starting to understand this stuff :) will try this now, though i am not sure how JIP will be affected by this
  18. where do i define which slot is available though? let me elaborate on what i am trying to do : 46 playable slots slots 25-32 and 41-44 should be restricted to individual id's where 25 and 41 should be restricted to the respective squad leaders in our clan. so like: slot 25 guid: 11111111 slot 26-32 guid: 22222, 3333, 444, 5555 etc slot 44 guid: 99999 and so forth... i am surprised this subject is so hard to find. i am so glad though you are taking the time to help me out here :D .... oh wait, could i just put this into the units init field you reckon?
  19. hmm that thread is about vehicles. i am looking to reserver slots in the lobby for players. i got as far as locking one slot to my ID by using OnPlayerConnected "[_uid,_name] execVM ""checkslot.sqf"""; in the init.sqf and created a checkslot.sqf with: _uid = _this select 0; _name = _this select 1; _slot1 = ["123456","654321","321654"]; if ((isplayer wslot1) and not (_uid in _slot1)) then { serverCommand Format["#kick %1",_name]; }; now the point is to lock several slots to individual clan members (some of them with multiple options) i know how to add several id's to one slot. but i am at a loss as to how to add further slots as it were. //mcspeed _uid = _this select 0; _name = _this select 1; _slot41 = ["123456"]; if ((isplayer wslot41) and not (_uid in _slot41)) then { serverCommand Format["#kick %1",_name]; }; //steinmetz- team lead _uid = _this select 0; _name = _this select 1; _slot25 = ["654321"]; if ((isplayer wslot25) and not (_uid in _slot25)) then { serverCommand Format["#kick %1",_name]; }; does still lock the first slot but the second lock is not being applied. i am a total noob at scripting and so far survived by ripping scripts apart. So i think i might just be missing something in the script to seperate the different commands? EDIT. nvm ... doesnt work at all , not even for the first slot (slot41) this is wrecking myhead...
  20. i would be interested in this too. did you find a solution?
  21. hmm, sorry for thread necromancy but, is there a way to make this one work with the Dynamic AI Creator? i am guessing "no" since the dac created ai dont have names. but maybe someone knows of a way?
  22. arrgh, such awesomeness...300pages in this thread... insane!! may i add a possibly preveviously asked question.. in the mando UAV demo mission the uav is linked to the vehicle so that the commander has the control of it. but i would like to have the option to get control via a uav terminal for my MP map. how can i transer the uav interface to another player when standing at the terminal? is this possible at all?
  23. i am loving this script!!! thanks so much:) couple of questions though, may have been asked and answered, but with a 70 page thread its not easy to find: 1. can i lock individual objects i placed on the map from being moved by players? (i'd hate for some plonker to tear my base apart) 2. can i assign the ability to move objects to individual players or classes only? if so and anyone cares to answer would you mind giving me the lines and explain where to place them as if you would talk to a 5 year old :) i suck at scripting and i am only slowly getting my head around this.
×