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Laviski

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About Laviski

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  1. check out GaelLords.com we have spare servers we not using at the moment arma 3 for us has gone out of fashion until more content is released. give me a should and we might work something out.
  2. hey guys looking at hosting this map on my server but with signatures set to 2 it say the server doesn't have the keys. i've copied the key from the caa1\key folder. server runs fine (some error pop ups) but would like to have the signatures set to 2. any help would be greatly appreciated. thx.
  3. hi i've tried to search this but can't seem to find anything what i'm looking for: what i want to do is add either an existing icon to the pilot slot (like you would have the cross for the medic or the wrench for the engineer) or add an custom one instead. It basically to identify pilots more easily for a roleplay server. a linky to explain what i mean: http://browser.six-projects.net/cfg_vehicles/classlist is this possible?
  4. ive figured the best solution is to execute a script. //F9 key case 67: { execVM "scripts\f9.sqf"; }; then do something like: player setdamage 1; player globalChat "Ididit"; disableUserInput true; at least then i could look back on logs and find ppl who pressed it. it doesn't work on server yet. but thats the idea.
  5. running a wasteland server and a lot of hackers are using this press f9 hack so i want to kick anyone that press f9. in the on keypress script i added: //F9 key case 67: { kick (_this select 0) }; but doesn't seem to work anyone got any ideas why not? actually if there way to give reason would be great too at least then could look back on logs for possible hackers.
  6. thank for reply. but that makes them eject normally with chute opening straight away.
  7. hey, when i test this locally it works perfectly, but when i put it on my dedicated server it doesn't work can anyone shed some light as to why? i have the line of code in the init as well. // GeneralCarver Crew Parajump Manager Script // Author: GeneralCarver // Version: 1 // Date: 12/15/10 // Description: This script manages the ejection of A.I. or players in the cargo of an air vehicle. /* How to use... NOT RECOMMENDED FOR USE WITH ACE2 MOD! Launch the script with the following line of code. The code needs to be executed server side and at the moment you want to units to eject out of plane. The plane could be piloted by a human player or A.I. The pilot in the script is ignored. gc_crew_parajump_manager_script = [vehiclename, jump delay] execVM "gc_crew_parajump_manager.sqf"; array elements description... vehiclename - name of vehicle which units will be ejecting out of. jump delay - pause between crew jumping out. (recommend 0.75 on dedicated server) */ // ================================================================================================== // Define Variables private ["_veh", "_jump_delay"]; _veh = _this select 0; _jump_delay = _this select 1; // // ================================================================================================== // ================================================================================================== // Begin Script { if (_x == crew _veh select 0) then { // nothing, its the driver. leave in. } else { // eject the unit... _x action ["eject", _veh]; // wait until the server sees the unit is out of plane... waituntil {vehicle _x != _veh}; _x setvelocity [0,0,0]; [_x] exec "ca\air2\halo\data\Scripts\HALO_init.sqs"; hint 'Don''t forget to open your chute!'; // pause between jumps.. sleep _jump_delay; }; } foreach crew _veh; // // ================================================================================================== // ================================================================================================== // Change Log /* v1 - 12/15/10 - Released. */
  8. guys server got hacked and was shutdown now i can't re launch it on the port it was always using. if i specify another port it works but i would like to know what has caused this and what is the solution. cheers. ------------------------- Never mind figured it out.
  9. thank your for explaining that something i didn't know. Cheers!!!! works now.
  10. thats what i thought but it doesn't when i remove and go with veh = [this, 300, 300, 0, TRUE, FALSE] execVM "scripts\vehicle.sqf"; [this] exec "scripts\c130cargo.sqf"; this addaction ["(Halo)","Scripts\HALO.sqf"] the halo and cargo scripts don't work on repawn hence my problem otherwise i wouldn't have done it and [this] exec "scripts\c130cargo.sqf" - it wouldn't allow to put [this] execVM "scripts\c130cargo.sqf"
  11. and before you say it i have searched and no answer directly answers it iwant ceratin vehicles to have this in its init field: so in the editor i have have the vehicle placed and then in its init field i have: veh = [this, 300, 300, 0, TRUE, FALSE, "[this] exec "scripts\c130cargo.sqf"; this addaction ["(Halo)","Scripts\HALO.sqf"]"] execVM "scripts\vehicle.sqf"; [this] exec "scripts\c130cargo.sqf"; this addaction ["(Halo)","Scripts\HALO.sqf"] but it won't allow it?? is there any way i can get vehicle to to have the same init on respawn? this is the script i'm using below: [b/* ========================================================= 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;}; }; };[/b]
  12. wanna do a simple spawn base script. can't seem to find anything i'm looking for. Just looking to spice up current mission by allow players to attack admins and get a reward for doing so. Basically spawn a base and one we dead we spawn the reward. any help would be appreciated. this is the base i want spawned on cherno. crude but simple. class Vehicles { class Item163 { position[]={12011.842,159,12817.463}; azimut=20; id=296; side="EMPTY"; vehicle="Land_A_Castle_Wall1_20_Turn"; skill=0.60000002; text="build11"; }; class Item164 { position[]={12019.452,159,12803.028}; azimut=110; id=297; side="EMPTY"; vehicle="Land_A_Castle_Wall1_20"; skill=0.60000002; text="build10"; }; class Item165 { position[]={11982.813,159,12814.579}; azimut=200; id=298; side="EMPTY"; vehicle="Land_A_Castle_Bergfrit"; skill=0.60000002; text="build14"; }; class Item166 { position[]={12022.532,158.95326,12813.505}; azimut=20; id=299; side="EMPTY"; vehicle="Land_A_Castle_Wall2_Corner_2"; skill=0.60000002; text="build16"; }; class Item167 { position[]={11989.043,159,12820.49}; azimut=110; id=300; side="EMPTY"; vehicle="Land_A_Castle_Wall2_Corner_2"; skill=0.60000002; text="build15"; }; class Item168 { position[]={12011.169,159,12781.559}; azimut=290; id=301; side="EMPTY"; vehicle="Land_A_Castle_Wall2_Corner"; skill=0.60000002; text="build17"; }; class Item169 { position[]={11996.777,158.93245,12812.434}; azimut=200; id=302; side="EMPTY"; vehicle="Land_A_Castle_Stairs_A"; skill=0.60000002; text="build18"; }; class Item170 { position[]={12015.149,158.96341,12792.105}; azimut=110; id=303; side="EMPTY"; vehicle="Land_A_Castle_Wall1_20"; skill=0.60000002; text="build10_1"; }; class Item171 { position[]={11999.021,159,12785.126}; azimut=200; id=304; side="EMPTY"; vehicle="Land_A_Castle_Wall1_20_Turn"; skill=0.60000002; text="build20"; }; class Item172 { position[]={12000.729,158.96236,12821.446}; azimut=20; id=305; side="EMPTY"; vehicle="Land_A_Castle_Wall1_20_Turn"; skill=0.60000002; text="build11_1"; }; class Item173 { position[]={11980.918,158.92345,12800.74}; azimut=290; id=306; side="EMPTY"; vehicle="Land_A_Castle_Wall1_20"; skill=0.60000002; text="build21"; }; }; class Markers { class Item805 { position[]={12001.617,159,12800.616}; name="admin"; text="Admin base here"; type="mil_arrow2"; }; }
  13. i have done that. doesn't work. is there any features on the server 2008r2 i need to have turned on?
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