Kettlewell
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Everything posted by Kettlewell
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Retrieving variables from the server
Kettlewell posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
In Arma 2 this was pretty easy using publicvariables but in Arma 3 it's just not working out for me. How can I retrieve some booleans and integer values from the server? If someone actually knows how to use publicvariables to send to the server and back to the client I would be most grateful because it's driving me bloody insane. -
I've been looking into camera.sqf and intros but I'm having a hard time working out how to do a domination2 style introduction but not the animation or music part just the camera coming towards the player from an upwards distance like on Domination. Could anyone help me with such a code or direct me to how I could do it? Thank You.
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Is there a way to retrieve the current active weapons type, such as primary, secondary or handgun?
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Current weapon type
Kettlewell replied to Kettlewell's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks for the reply Tonic but what I specifically mean is retrieving the current active weapon, which ever the unit is holding in his hands and from the look of these though I will test them, these will return a value as long as the unit has a weapon in the slot, active in hands or not. -
What's wrong with the AI? I have civilians grouped with an independent and have independent and west friend set as 0 to both sides. The guys close won't fire but the guys far will? The video quality is crappy but my mission was intensive so I couldn't push up the frame rate despite having a very nice PC so I apologise. http://www.youtube.com/watch?v=X4-Q2c3dXJc
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I grouped them up to make them independent since there are no real independent units yet but as you can see there is a problem with AI at short ranges under such a scenario.
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[Alpha] F.O.B. PvP v1.0 Mission: Your task in the mission is simply to capture the enemies FOB and kill any enemy combatants on sight. Details: Tasks and locations added to ensure you can identify your targets/capture points. How to play diary entry Respawning vehicles and helicopters. 1 none armed helicopter for both sides. Capture/Stop capture points. Virtual Ammo Box. BTC revive script. Minefield between FOBs. Equal land vehicles per side. Respawn point gets pushed back when your FOB is being captured. NPCs based at FOBs. A working intro with music. Parameters to change weathers, gameplay, skip intro. 2-40 players. TDM/Capture the point style gameplay. NATO and Iranian roadblocks. Zone restriction to keep people within the combat area. You cannot capture the enemies FOB while yours is being captured. Uses ASCOM framework (http://www.armaholic.com/page.php?id=19804) Download: http://www.mediafire.com/?evncn8u4wp1z4jv http://www.armaholic.com/page.php?id=19908
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ASCOM Framework Release
Kettlewell replied to engima's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Got used to this, it's unbelievably good and useful so thank you, I'll be using this on ever mission with saving myself hours of headaches. -
Retrieving variables from the server
Kettlewell replied to Kettlewell's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm looking at your framework trying to identify how it works so I can use it. My problem is that with publicvariables it seems you need to have a variable defined client side such as for mine, CapRed = 1; publicVariableServer "CapRed"; Though CapRed is useless, I just wanted to cause the server to set off a function and that function in return is supposed to do a public variable to send the new capture point variables to all the clients but it just won't work out for me. -
I wondered if anyone could check out my code to spot what mistake I'm making. Client\CaptureIran.sqf object = _this select 0; activator = _this select 1; //if (side activator == east) exitWith { hint "You cannont capture your own FOB." }; if (IranCapture) exitWith { hint "The FOB is already being captured." }; if (IranInCooldown) exitWith { hint "You cannot attempt to capture the FOB again yet." }; publicVariableServer "CapRed"; Server\Init.sqf CaptureIran = compile preprocessFileLineNumbers "server\CaptureIran.sqf"; "CapRed" addPublicVariableEventHandler { _name = _this select 0; _params = _this select 1; _params spawn CaptureIran; }; The problem is that CaptureIran.sqf on the server does not get ran, I checked the RPT file to find zero errors and I have added some debug code at the start of the file but it doesn't show up meaning it isn't getting ran. I appreciate any help that someone can give.
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I haven't initialized it in the client.
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Bumping this up once to see if anyone can assist, still stuck on the same issue.
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Are using publicvariables the only way to retrieve variable data from the server to the client or to call a file on the server with a command on the client? Because these public variables aren't working and it doesn't seem anyone knows why. Thank You.
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The code runs around 20-40 seconds in game depending on how fast someone can run to the cap.
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Who's going to make the first domination gamemode?
Kettlewell replied to PsychoPigeon's topic in ARMA 3 - USER MISSIONS
Domi is a brainless mission? The coding and tasks rival the best arma 2 missions so I wouldn't call that brainless. There was a reason it was so popular. -
I've been playing Arma 3 alpha and I have noticed the AI to be so much better but I had one issue. There was an npc on a mountain 1km away, they had me zeroed in behind trees, inside of houses, behind grass, they just would NOT give up. Is this a known bug?
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I'm trying to grab a video of the same NPC from the same mission with hopes that I can show you how this was happening.
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Why buy A3 just so you could go online and ruin everyone's experience?
Kettlewell replied to lNTRUDER's topic in ARMA 3 - MULTIPLAYER
I had a server up, I couldn't play because I was constantly banning people for tking... fucking arma community has been reduced to a bunch of little cunts. -
Great mission to play but here are some constructive criticism. NPCs often attack you while gathering supplies which then ends up with you dead and having to do that all over again. NPCs can blow up the supplies. Apart from the host for some reason players have been unable to use the clothing... issue with arma most likely. In your description you state that it is following seal team six but the npcs are SBS British special forces.
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Basically I was behind cover constantly remaining behind houses, going inside of houses and behind all kinds of cover without breaking to give him LOS but he was hitting me and near me constantly. Unless you can see through buildings, trees, bushes and follow a target then I highly doubt you could do what the AI did.
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I'll be releasing this soon in this thread, I'm using this inital post to spark interest and ideas before I complete the mission. Backstory: The game is based off the movie Battle Royale, Hunger Games is the twilight teen version of the movie. Trailer for the movie. Trailer showing game aspects (Raw footage will have a better version later): (Order in video: Start, Preset spawns, Building Spawns, Crazy Spawns, Water escape, Danger zones, Call Outs) http://www.youtube.com/watch?v=2LgKoFTa8E8 Objective: Your sole objective is to kill everyone else before the game timer runs out. Mission Specifics: You spawn with a random weapon in your backpack or binoculars if you are unlucky. Depending on what loot type the parameter is set on you can find loot in and around buildings, some spawn types have rare chances. Players spawn at one of 42 spawn points, the max players are 42. Parameters with an extensive list of options allow hosts to change the mission alot. No vehicles. Medical tent placed in the center of the runway, the only means to heal. There is no snipers apart from a very rare CZ spawn that does not appear using the default preset spawn type. Fast time, dynamic timed call out and danger zone system. All people who helped the mission develop from code I've used from people who have helped me are credited. Small introduction at the start meaning players start at different times. Uses beta combined ops, no mods, map is Utes. Ingame anti hack measures. Supports 2-43 players. Release Canditate hosted on: 31.132.1.82:2302 (The Black Code) server Download Link: http://www.armaholic.com/page.php?id=18552 Permission to edit the file in what ever way you want.
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Yea if you die soon it can be a pain, I placed an observation deck but I have no idea what else to do to get this to be more 'fun'. There is already ingame time, you can set parameters from the start to choose how long a game lasts, how often danger zones are called, time speed up etc. The paradrop system would be fun but they never had that in BR:1 but I might upgrade and add it as an optional parameter. Already if you don't kill each other by the time the game ends everyone will go boom.
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Yes sorry, it's designed for 2+ players so it doesn't work with just one, I'll update the original post thanks.
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Download Link: http://www.armaholic.com/page.php?id=18552