Fixed
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Good to know, thank you for your time. I'm not really interested renting a server, because then I've nothing to do with this computer :) Just a little question, is AI a really killer here? Also what do you specify as a small mission: 25-50 AI?
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Well that's a bummer :( Can you give me a example on a better router? And if I had a better router how much in player count would it change?
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Yes, it's home broadband and I'm using a NETGEAR CG3000. I don't know what more to add :confused: Does AI really require so much bandwidth? I heard that 0,512kbps should definitely be enough for one player. 18/0,512 = 35 players or am I just retarded :/
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Hey, I'm sitting here with a computer that I doesn't use and would like to use to host a arma 3 server. My question being how many players do you think I can have in gamemodes like invade & annex or more simple scenarios with this setup?: 18/18 Mbit connection Intel Core i5-3470 @ 3.20GHz 4 gb ram Thanks in advance! :)
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Spawn crates in houses at a radius from trigger
Fixed replied to Fixed's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Works like a charm, thank you. -
Spawn crates in houses at a radius from trigger
Fixed replied to Fixed's topic in ARMA 3 - MISSION EDITING & SCRIPTING
All right, I've been working a bit more on the script and I wan't to have loot tables with different chances. Example: TRG20 - 30% chance LMG - 20% chance MX & LMG - 50% chance Though I do find it hard to do this without a 'end if' function or 'return' which doesn't work in arma scripting somehow... Here's my scripts itemspawn.sqf: _trig = _this select 0; _debug = _this select 1; hint "Spawning crates..."; _cratemodel = ["Box_NATO_Ammo_F", "Box_NATO_Wps_F", "Box_NATO_Support_F", "Box_East_Ammo_F", "Box_East_Grenades_F", "Box_East_Support_F"]; _chance = 1; _totalcount = 0; _houseList = getPos _trig nearObjects ["House",50]; { if( (random 1) < _chance) then { _c = 0; while { format ["%1", _x buildingPos _c] != "[0,0,0]" } do {_c = _c + 1}; if (_c > 0) then { // Choose crate model _cratemdl = _cratemodel select floor(random(count _cratemodel)); _ranNum = floor(random _c); _crate = _cratemdl createVehicle [0,0,0]; _crate setPos (_x buildingPos _ranNum); // Choose loot table _loot = floor(random 100); [_crate,_loot] execVM "loot.sqf"; if(_debug) then { _totalcount = _totalcount + 1; }; }; sleep 0.123; }; } forEach _houseList; if(_debug) then { hint format ["Spawned crates: %1", _totalcount]; }; loot.sqf _crate = _this select 0; _table = _this select 1; clearMagazineCargo _crate; clearItemCargo _crate; clearWeaponCargo _crate; if(_table <= 30) then { _crate addweaponcargo ["arifle_TRG20_F", 1]; return; //I guess this function doesn't work ?? }; if (_table <= 50) then { _crate addweaponcargo ["LMG_Mk200_F", 1]; return; }; if (_table <= 100) then { _crate addweaponcargo ["arifle_MX_F", 1]: _crate addweaponcargo ["LMG_Mk200_F", 1]; return; }; What I've encountered is that I sometimes see a MX, LMG AND a TRG20 which isn't suppose to happen. -
Spawn crates in houses at a radius from trigger
Fixed replied to Fixed's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks dude it works! -
Takistan Insurgency [Dev Thread]
Fixed replied to phronk's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Played a lot Insurgency back in ARMA 2, still do sometimes it's a awesome mod when used with teamwork. Looks interesting, keep up the good work!- 606 replies
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Spawn crates in houses at a radius from trigger
Fixed replied to Fixed's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks for your reply, but I still can't get it to work. I added some house class names and took the trigger to Pyrgos, but still nothing happens. here's my code: _trig = _this select 0; _houselist = nearestObjects[getPos _trig, ["Land_i_House_Big_01_V1_F"," Land_i_House_Big_02_V1_dam_F", "Land_i_House_Big_02_V1_F", "Land_i_House_Small_01_V1_dam_F", "Land_i_House_Small_01_V1_F", "Land_i_House_Small_01_V2_dam_F", "Land_i_House_Small_01_V2_F", "Land_i_House_Small_02_V1_dam_F", "Land_i_House_Small_02_V1_F", "Land_i_House_Small_03_V1_dam_F", "Land_i_House_Small_03_V1_F", "Land_i_Shop_01_V1_dam_F"],1000]; { _c = 0; while { format ["%1", _x buildingPos _c] != "[0,0,0]" } do {_c = _c + 1}; if (_c > 0) then { _ranNum = floor(random _c); _crate = "Box_NATO_Ammo_F" createVehicle [0,0,0]; _crate setPos (_x buildingPos _ranNum); hint "Spawned something"; }; sleep 0.123; } forEach _houseList; -
Spawn crates in houses at a radius from trigger
Fixed posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey guys I found this script while searching for my question: _trig = _this select 0; _houseList = getPos _trig nearObjects ["House",200]; { _c = 0; while { format ["%1", _x buildingPos _c] != "[0,0,0]" } do {_c = _c + 1}; if (_c > 0) then { _ranNum = floor(random _c); _crate = "Box_NATO_Ammo_F" createVehicle [0,0,0]; _crate setPos (_x buildingPos _ranNum); hint "Spawned something"; }; sleep 0.123; } forEach _houseList; This script was originally for ARMA 2, but in my eyes it looks compatible with ARMA 3. It should spawn crates randomly in houses in a radius of 200 meters of the trigger, but it sure doesn't work for me. Can anybody confirm if it works for ARMA 3 or if it even works? btw this is my init: ["trig"] execVM "cratespawn.sqf"; "trig" is my trigger name. -
Changing site modules options from script
Fixed replied to Fixed's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks!:) -
This thread is old and needs to die. Not sure about adding attachments into the briefing, but here is the class names for attachments: You probably have to change the "addItemCargo" to something else. If you need more class names: http://pastebin.com/huew2xQN.
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Changing site modules options from script
Fixed replied to Fixed's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Looks like it's a hard question after all. -
Changing site modules options from script
Fixed posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Probably a very simple question, but I couldn't find it anywhere so here I ask. How do I change site modules options from script? I've a opfor site called site1 and I want to change the condition value. I guess it would look something like this: site1 siteCondition true; -
Hey, can I put ArmA 2 free on my OA server will it then have the same features as a "normal" CO server?