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gdscei

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Everything posted by gdscei

  1. So (correct me if I'm wrong), if these script errors aren't going to be fixed soon, is there a way for us to suppress the errors? Text file logging is not the best in terms of performance, and these errors keep on spamming in the logs. Otherwise, would you let the community fix these issues for you guys, to pull off some workload? Personally, I'd love to help out and fix these issues if you are limited on time to fix it. Especially since the mods myself and the team I work with are suffering from these errors.
  2. So I run a script on a client that sends a public variable to a server, and the server needs to do something with this and send it back with a string to the client using PublicVariableClient. I need to figure out the ClientID though, to do this. Is there a way to get the ClientID which makes sure that the ClientID is indeed from the client that send that publicvariable? And yes, I have seen this thread but that code does not work, since you can only use objects with owner. BTW, if this is not possible, can I send two different strings in the same variable, and seperate them on the server then to get the ClientID? (so that the first part of the variable would be the ID, and the second part the thing that I need the server to know (this is always of a certain length: 8 characters))
  3. I've been getting this error all the time now when trying to join a server with the latest beta: BattlEye initialization failed I've basicly tried everything: - Redownloading arma 2 & OA through steam - Installing BattlEye in arma 2/Battleye, arma 2 oa/BattlEye and arma 2oa/expansion/Battleye. - Putting the beclient.dll in C:\users\myname\appdata\local\arma 2 oa\battleye, but whenever i join a server it just deletes the file - Uninstalling battleye, reinstalling it - Running it as admin. - Removing registry keys in HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Bohemia Interactive and Bohemia Interactive Studio before reinstalling NONE of these things worked. Can anyone help me out here? I'm kinda fed up with this.
  4. Bumping thread, it's been a while and I really need some help with the above post. If above is not possible, is there a 'cheaty' way of doing it or at least reduce the sound to a minimum so it sounds very distant? I've tried values like db-100 but that doesn't work at all.
  5. How can I reference a file that is inside a mod in the mission file? For example, can I reference a sound file that is in a mod in CfgSounds? I've tried \z\addons\mod_here\sound.wss, but then it just tries to look for \mission_file\z\addons\mod_here\sound.wss.
  6. Yeah nvm, I just put CfgSounds in one of the mod's config.cpp's :) That works fine. Another question if I may ask, how can I make a sound play that seems in 3D (so positional audio) and seems distant? I know there is say3D, but I don't want other players to hear the sound, just the player in question.
  7. So you're saying I cannot use the variable anywhere else?
  8. Sorry, could you elaborate on that? I don't really understand what you mean. Are you saying that this error might happen if I use the variable first somewhere else?
  9. Client: "serverresponse" addPublicVariableEventHandler { // do stuff with server response }; playerclientid = player; publicVariableServer "playerclientid"; Server: "playerclientid" addPublicVariableEventHandler { _playerclientid = owner (_this select 1); // do a bunch of stuff that sets the responsefromserver variable _playerclientid PublicVariableClient "responsefromserver"; }; The stuff that I left out are fully working and tested and cannot contribute to the errors I'm getting.
  10. Sorry, this is the error (server-side): 7:52:23 Error in expression < str(_this select 1); _playerclientid = owner (_this select 1); diag_log("CHECK"> 7:52:23 Error position: <owner (_this select 1); diag_log("CHECK"> 7:52:23 Error owner: Type String, expected Object
  11. Sorry for doing it, but this needs a bump. Thanks for anyone who can help out with this issue.
  12. I do this clientside: playerclientid = player; PublicVariableServer "playerclientid"; Serverside: "playerclientid" addPublicEventHandler { playerclientid = owner(_this select 1); playerclientid PublicVariableClient "responsefromserver"; }; Does this not do that? (well obviously there is some issue with this since it gives an error)
  13. But when I try to execute owner on the server side then, I get a "Type string, expected object" error.
  14. Don't see how I couldn't have come up with this myself, thanks :)
  15. Is there a way to call a server-side script through a client script? Thanks.
  16. Thanks for the info both, got it working.
  17. So I play a gunshot or two with playSound and I would like it to seem distant (>600m). Is there a way to do that? Thanks.
  18. Currently I'm having an issue where my server is running a mod (lets call it mod A), but a client can join with Mod A and a completely irrelevant mod (mod B) enabled, and this can be really bad for gameplay on the server. I'm wondering how I can make it so people will get kicked if they have more than what the server has loaded? Equalmodrequired is not possible in this scenario, because the server is also running a special server mod. I tried also removing the .bikey file for mod B, but this did not solve it (most likely because mod A still has a higher priority over the other?) Edit: If i set up mod parameters in my client like this: @modb;@moda I can join; if I set it up @moda;@modb I can't join.
  19. Yes. The problem here is I think, is that Mod A (the mod that I want people to use on my server) contains edited files of Mod B (the mod that I don't want people to use), so I think it sees the same files but different signature, but doesn't verify the signature of Mod B files. But it is using the Mod B files in-game.
  20. The beta patch website is offline? It's not loading at all for me.
  21. How can you figure out the maximum x and y worldspace coordinate of a map? I know for Chernarus it's 14700/15360, but how would I go about figuring out what it is for a certain custom map? (the custom map in question is Taviana Island) Thanks in advance. Edit: Figured it out, just placed markers in the corners of the map in the editor, saved mission, opened mission.sqm and saw the position of the marker.
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