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Everything posted by daskunk
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I have searched how to do this and found similar scripts but none seem to work I need it to work on a dedicated server. Any help would be most appreciated. i want only the sides to be able to see their markers srvc 1&2 are west srvc 3&4 are east. What I have if (!isDedicated) then { {_x setMarkerAlphaLocal 0} forEach ["srvc1","srvc2","srvc3","srvc4"]; waitUntil {!isNull player}; switch (side player) do { case WEST: { {_x setMarkerAlphaLocal 1} forEach ["srvc1","srvc2"]; }; case EAST: { {_x setMarkerAlphaLocal 1} forEach ["srvc3","srvc4"]; }; }; Skunk
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After seeing a post about vehicle respawns I checked out the new module for this. It seems to work well with just placing the module and then synchronizing it with the vehicles you want to respawn, then using the start respawn option. What I noticed was vehicles don't spawn exactly on there start positions if you choose that option in the module, they spawn near it. This then led me to choose the default spawn location and no respawn at all same with the other options associated with respawning at the start spawn point. How exactly do you use this to get them to respawn exactly in the default position they have been placed in the mission start. Skunk
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I have a timer script which i got from the forums here END_TIME = 3600; //When mission should end in seconds. if (isServer) then { [] spawn { ELAPSED_TIME = 0; START_TIME = diag_tickTime; while {ELAPSED_TIME < END_TIME} do { ELAPSED_TIME = diag_tickTime - START_TIME; publicVariable "ELAPSED_TIME"; sleep 1; }; }; }; if!(isDedicated) then { [] spawn { while{ELAPSED_TIME < END_TIME } do { _time = END_TIME - ELAPSED_TIME; _finish_time_minutes = floor(_time / 60); _finish_time_seconds = floor(_time) - (60 * _finish_time_minutes); if(_finish_time_seconds < 10) then { _finish_time_seconds = format ["0%1", _finish_time_seconds]; }; if(_finish_time_minutes < 10) then { _finish_time_minutes = format ["0%1", _finish_time_minutes]; }; _formatted_time = format ["%1:%2", _finish_time_minutes, _finish_time_seconds]; hintSilent format ["Time left:\n%1", _formatted_time]; sleep 1; }; }; }; This uses the hint dialog which is in the way as I am also using the sectors capture module which displays behind it. i have read the tutorial that Iceman made for making GUI interfaces but im stumped as to how i can add the code for displaying the timer in the frame I have made. //////////////////////////////////////////////////////// // GUI EDITOR OUTPUT START (by -1PARA-DaSkunk, v1.062, #Naluhe) //////////////////////////////////////////////////////// class SK_Frame: RscFrame { idc = 1800; text = "This is the timer"; //--- ToDo: Localize; x = 0.479373 * safezoneW + safezoneX; y = 0.269085 * safezoneH + safezoneY; w = 0.0515678 * safezoneW; h = 0.0219919 * safezoneH; }; //////////////////////////////////////////////////////// // GUI EDITOR OUTPUT END //////////////////////////////////////////////////////// Can someone please help me understand the process of adding the code i need to this frame to display the timer. Skunk
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Is anyone using this in Arma 3 and if so have you got any tips on how to smooth the turn motions out please. Or any useful hints to help even :) I have just started using it and after 2 hours i cant seem to get it smooth enough. Right turn and look down are pretty ok but looking up and to the left are like well speedy. Any help would be much appreciated ty.
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Great release, superb addon, while messing with it using Zeus I noticed it is not available in the Zeus menu.
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Thanks Jacmac, love this script, very useful.
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When your stuck and not sure what to do next or cant figure something out press Y and have a go at this lol.. Superb add on for the weary I think hahahaha http://youtu.be/Vty_dVDyGVE
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All these sounds would be available separate to the map in the mission editor Alpha Kilo thats what i meant about getting the sounds to use in the editor, Not have them implemented in the map.
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Please please give us some seagulls. I really am truly shocked that these sounds are not in the game. Please ? http://youtu.be/YFLnIGaPnLA
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Construction Factory Ambient townlife Traffic School Hospital eg: Emergency Vehicles Airport Dogs Barking Sheep Chickens Goats etc etc etc As content makers for the game we need these sounds to showoff this game to it's full. Not just to satisfy our need for environmental interaction ?
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Why does almost every game have VAS virtual ammo box.
daskunk replied to Reuben5150's topic in ARMA 3 - MULTIPLAYER
If you want your mission to start 45 mins after initial start use BIS ammo boxes.... if you want it to start in 2 minutes use VAS.... VAS Rox -
This is the first time i have noticed this to be honest, but it just doesn't seem right that this should happen. After 849 hours of play in this game and probably 800 of them in the editor i may be becoming a little OCD about things lol
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TY MadDogX for moving this for me.
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I posted this in the wrong forum i asked it to be moved to dev branch to see if it was just an issue with my gfx or others have experienced this also, before i made a ticket for it.
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for the life of me I can't understand why i should lose close view textures when only increasing my view distance by so little an amount.
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My apologies this was supposed to be in the dev section, can a mod please move it for me ? http://forums.bistudio.com/showthread.php?152866-Development-branch-discussion
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Very strange. dual core intel 840 gtx 650ti gfx card 4 gig ram http://youtu.be/EnVttu59f50
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Sector Control Tickets - Problem adding Independant
daskunk posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Could someone please tell me what i have done wrong here. It was working fine using this code for blufor and opfor if (!isDedicated) then { //false shows the score of both sides //true only the score of the players side is shown hintTicketSide = false; //A client side function to hint ticket scores fnc_HintTickets = { _HStringEast = format ["East = %1",_this select 0]; _HStringWest = format ["West = %1",_this select 1]; if (hintTicketSide) then { if (side player == west) then { hintSilent _HStringWest; }else{ hintSilent _HStringEast; }; }else{ hintSilent format["%1\n%2",_HStringWest,_HStringEast] }; }; }; if (isServer) then { //Start a thread to monitor the sector _handle = [] spawn { //Setup default variables //east = 0, west = 1 _Tickets = [20, 20]; _captureTime = 120; _Sector = Capture; _AreaLost = false; _GameOver = false; while {(!(_GameOver))} do { //WaitUntil someone actually owns the sector waitUntil { _Sector getVariable "owner" != sideUnknown}; _SectorOwner = _Sector getVariable "owner"; //Start timer _captureEnd = time + _captureTime; _AreaLost = false; while {time < _captureEnd} do { sleep 0.5; if ((_Sector getVariable "owner") != _SectorOwner) exitWith {_AreaLost = true}; }; if (!(_AreaLost) ) then { //Decrease opposing tickets _SectorOwner = _SectorOwner call BIS_fnc_sideID; _opposingTeam = ((_SectorOwner * -1) + 1); //0 = 1 , 1 = 0 _Tickets set [_opposingTeam , (_Tickets select _opposingTeam) - 1]; //If opposingTeam have run out of tickets if ((_Tickets select _opposingTeam) == 0) then { //Debrief WON [["end1", true, 2],"BIS_fnc_endMission",(_SectorOwner call BIS_fnc_sideType),false] call BIS_fnc_MP; //Debrief LOST [["end2", false, 2],"BIS_fnc_endMission",(_opposingTeam call BIS_fnc_sideType),false] call BIS_fnc_MP; _GameOver = true; }; //Send a hint to all clients showing tickets [_Tickets,"fnc_HintTickets",true,false] call BIS_fnc_MP; }; }; }; }; But after trying to add in the Guerrila also it now gives errors and wont work. waitUntil { _Sector getVariable "owner" != sideUnkno> Error position: <_Sector getVariable "owner" != sideUnkno> Error Undefined variable in expression: _sector File C:\Users\Gary\Documents\Arma 3 - Other Profiles\-1PARA-DaSkunk\mpmissions\AfterTheRainV01.Altis\init.sqf, line 60 Error in expression <hile {(!(_GameOver))} do { if (!isDedicated) then { //false shows the score of both sides //true only the score of the players side is shown hintTicketSide = false; //A client side function to hint ticket scores fnc_HintTickets = { _HStringEast = format ["East = %1",_this select 0]; _HStringWest = format ["West = %1",_this select 1]; _HStringWest = format ["Guerrila = %1",_this select 2]; if (hintTicketSide) then { if (side player == west) then { hintSilent _HStringWest; }else{ hintSilent _HStringEast; }else{ hintSilent _HStringGuerrila; }; }else{ hintSilent format["%1\n%2",_HStringWest,_HStringEast,_HStringGuerrila] }; }; }; if (isServer) then { //Start a thread to monitor the sector _handle = [] spawn { //Setup default variables //east = 0, west = 1 _Tickets = [20, 20]; _captureTime = 120; _Sector = Capture; _AreaLost = false; _GameOver = false; while {(!(_GameOver))} do { //WaitUntil someone actually owns the sector waitUntil { _Sector getVariable "owner" != sideUnknown}; _SectorOwner = _Sector getVariable "owner"; //Start timer _captureEnd = time + _captureTime; _AreaLost = false; while {time < _captureEnd} do { sleep 0.5; if ((_Sector getVariable "owner") != _SectorOwner) exitWith {_AreaLost = true}; }; if (!(_AreaLost) ) then { //Decrease opposing tickets _SectorOwner = _SectorOwner call BIS_fnc_sideID; _opposingTeam = ((_SectorOwner * -1) + 1); //0 = 1 , 1 = 0 _Tickets set [_opposingTeam , (_Tickets select _opposingTeam) - 1]; //If opposingTeam have run out of tickets if ((_Tickets select _opposingTeam) == 0) then { //Debrief WON [["end1", true, 2],"BIS_fnc_endMission",(_SectorOwner call BIS_fnc_sideType),false] call BIS_fnc_MP; //Debrief LOST [["end2", false, 2],"BIS_fnc_endMission",(_opposingTeam call BIS_fnc_sideType),false] call BIS_fnc_MP; _GameOver = true; }; //Send a hint to all clients showing tickets [_Tickets,"fnc_HintTickets",true,false] call BIS_fnc_MP; }; }; }; }; -
Sector Control Tickets - Problem adding Independant
daskunk replied to daskunk's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Larrow your a star m8 thanks very much. And yes i forgot to name it Capture lol, thanx for your help to Zen much appreciated. I thought i may be able to understand how it works but its a tougher task atm for me i think i am trying to run before i can walk. Once again thanks for the great support and help chaps o7 Skunk -
Sector Control Tickets - Problem adding Independant
daskunk replied to daskunk's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Now getting this error bud... from rpt waitUntil { _Sector getVariable "owner" != sideUnkno> Error position: <_Sector getVariable "owner" != sideUnkno> Error Undefined variable in expression: _sector File C:\Users\Gary\Documents\Arma 3 - Other Profiles\-1PARA-DaSkunk\mpmissions\AfterTheRainV01.Altis\init.sqf, line 65 Error in expression <ile {(!(_GameOver))} do { -
Sector Control Tickets - Problem adding Independant
daskunk replied to daskunk's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Larrow again ty vm for taking the time to help me. I am getting this error now :) Error in expression <,(_sides select 0) call BIS_fnc_sideType),false] call BIS_fnc_MP; }else{ [["en> Error position: <),false] call BIS_fnc_MP; }else{ [["en> Error Missing ] File C:\Users\Gary\Documents\Arma 3 - Other Profiles\-1PARA-DaSkunk\mpmissions\AfterTheRainV01.Altis\init.sqf, line 113 Error in expression <,(_sides select 0) call BIS_fnc_sideType),false] call BIS_fnc_MP; }else{ [["en> Error position: <),false] call BIS_fnc_MP; }else{ [["en> Error Missing ] File C:\Users\Gary\Documents\Arma 3 - Other Profiles\-1PARA-DaSkunk\mpmissions\AfterTheRainV01.Altis\init.sqf, line 113 -
Found a weird bug when copying a trigger from another mission on stratis this code hintsilent format["There are %1 units on this map.", count allUnits]; Repro Place the trigger in altis click preview and it shows the stratis map then loads a blank mission in stratis editor. Can someone try this :) If i copy the text only and place in a new trigger its fine. I have lots of templates saved so i just merge into my mission when needed.
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strange error in rpt file c:\w\c_branch\poseidon\futura\lib\network\networkserver.cpp ClearNetServer:NOT IMPLEMENTED - briefing!
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We touched 48 players in our server tonight 24 land vehicles 12 air vehicles plus drones :) fps 55 ran superb 15 mb rpt file ..... to be expected i know you guys will sort it.... As for the map this is as real as it gets superb job by the map makers. MY SETUP Intel 2.8 dual core 4gig ram GTX 650 TI
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I am having major issue here when saving a mission and clicking preview it loads up a blank stratis map.... Only way i can play the mission is to go to play I cant use preview in the editor.. EDIT hmmmm now it seems ok its working again ... v strange lol