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stice

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About stice

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  1. Thanks, but already tried that. There are always the same 5 options in the dropdown menu :/
  2. stice

    [COOP] Dynamic Combat Generator

    Yes, easily. No changes to the code are necessary.
  3. Exactly, and i want to limit the drop down menu to "Direct Channel" only. I prefer it when my guys have to communicate to share coordinates, and not having them show up on everyones map magically. Is there a way to do this with ace?
  4. Hey, is it possible to limit map marker creation to one channel? I'm trying to only allow the direct chat, but disableChannels in description.ext doesnt affect the marker creation.
  5. Awesome, if you need a beta tester just pm me. Pretty sure this will improve my zeus missions massively.
  6. Will the Zeus Remote be in the new update? :3
  7. Hey, i'm trying to get simple damage statistics when firing at a target. Setup is a simple target ("TargetBootcampHumanSimple_F") added in the Editor with following EventHandler i add through the Debug console: ehIndex = t1 addEventHandler ["HandleDamage", {systemChat format ["Hit at %1", diag_tickTime]}]; This works fine locally, but not on a dedicated server. In a dedicated environment the EH is being created, i get back the index but it wont fire when it should (or atleast, i dont get any feedback). If i add the target at runtime everything works fine: t2 = "TargetBootcampHumanSimple_F" createVehicle position player; ehIndex = t2 addEventHandler ["HandleDamage", {systemChat format ["Hit at %1", diag_tickTime]}]; Could someone explain me this behaviour? How can i get this to work? Thanks
  8. stice

    Improved Fatigue System

    Hey, where can i get the server key files?
  9. Updating GLIBC to 2.19 fixed the problem. Thanks!
  10. stice

    [COOP] Escape Roy

    Hey, awesome map. Having a small problem with the start. The "Escape started" is triggered instantly without players moving/leaving the prison.
  11. Hey, first of all: Thanks for this awesome library. I encountered a problem with JSON parsing where echoing output != input. The problem occurs with this function parameter: [["ItemMap","ItemCompass","tf_microdagr","ItemRadio","NVGoggles","H_HelmetB"],"arifle_MX_ACO_pointer_F",["","acc_pointer_IR","optic_Aco",""],"hgun_P07_F",["","","",""],"",["","","",""],"U_B_CombatUniform_mcam",["ACE_EarPlugs","ACE_fieldDressing","ACE_fieldDressing","ACE_morphine","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag"],"V_PlateCarrier1_rgr",["30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green","HandGrenade","HandGrenade"],"",[],[["30Rnd_65x39_caseless_mag"],["16Rnd_9x21_Mag"],[],[]],"arifle_MX_ACO_pointer_F","Single"] After sending this array to the socket i get following error: [SEVERE] [handler (rpc.js:90:14)] buf = RAW: (a lot of raw code, with two <null> in it. If you want the whole part, tell me) [SEVERE] [ex2buf (sock.js:161:12)] RAW SQF request was not parsable as JSONUnexpected token <RAW SQF request was not parsable as JSONUnexpected token < SyntaxError: RAW SQF request was not parsable as JSONUnexpected token < at Object.parse (native) at Object.exports.rawToJSON (\node_modules\sock-rpc\lib\sqf.js:223:19) at handler (\node_modules\sock-rpc\lib\rpc.js:83:23) at \node_modules\sock-rpc\lib\sock.js:205:7 at data_machine (\node_modules\sock-rpc\lib\sock.js:102:9) at data_machine (\node_modules\sock-rpc\lib\sock.js:84:16) at Socket.<anonymous> (\node_modules\sock-rpc\lib\sock.js:132:17) at Socket.emit (events.js:107:17) at readableAddChunk (_stream_readable.js:163:16) at Socket.Readable.push (_stream_readable.js:126:10) This can be solved by adding <null> to the replace.regex in sqf.js (text = text.replace(/(?:\{nil\}|nil|any|nothing|anything|<null>)/gi, "null") ;) Now the JSON.parse works, but when i simply echo the array its different to what i sent in the first place. Echoed from socket: [["ItemMap","ItemCompass","tf_microdagr","ItemRadio","NVGoggles","H_HelmetB"],"hgun_P07_F",["","acc_pointer_IR","optic_Aco",""],"U_B_CombatUniform_mcam",["","","",""],"",["","","",""],"Single",["ACE_EarPlugs","ACE_fieldDressing","ACE_fieldDressing","ACE_morphine","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag"],any,["30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green","HandGrenade","HandGrenade"],any,[],[["30Rnd_65x39_caseless_mag"],["16Rnd_9x21_Mag"],[],[]]] Is this a known problem and is there a way to fix this? The used save/get loadout library is https://forums.bistudio.com/topic/139848-getset-loadout-saves-and-loads-pretty-much-everything/, which uses empty arrays/entries to keep the correct order. Maybe those are causing the problem? Thanks in advance EDIT: Tested a little bit, following array causes the same <null> [["a"],"a",["a"]] Raw socket version: [{},[[[[109,101,116,104,111,100],{}],[[108,111,97,100,76,111,97,100,111,117,116],{}]],[[[112,97,114,97,109,115],{}],[[[[97],{}]],<null>,[[[97],{}]]]]]] EDIT 2: Quick workaround: [str(_loadout)]
  12. Hey, at map start we load with regular difficulty server.cfg: But if i (in lobby) vote one of the both missions with regular difficulty they still get standard parameter :/.
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