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Antorugby

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Everything posted by Antorugby

  1. Guys I'm having some problem, I followed the tutorial, all the steps. Now if I launch the server with the shortcut it shows on the server browser but with the red circle, if I try to join I'm stuck at Stratis screen. If I use the TADST, my server is green, but if I try to join I'm still stuck at the map screen. This is the config: http://pastebin.com/3wwA745t This is the .rpt: http://pastebin.com/dZ0CLmkD Why is it running using C:\ when I'm on D:\ ? It seems that using the Server Tools from Steam worked. EDIT: Nope, can't have admin rights.
  2. Hello guys, on my mission I got some game logic with a large spawn radius, they are called "flare1" "flare2" etc, I want to flares to be fire randomly and I wrote this: while {true} do { flare21 = "F_40mm_White" createvehicle (position flare2); flare21 setVelocity [0,0,-0.15]; sleep (60 + (random 120)); }; while {true} do { flare31 = "F_40mm_White" createvehicle (position flare3); flare31 setVelocity [0,0,-0.15]; sleep (60 + (random 120)); }; ... And so on for the other game logic, but it's not working, if I use just one "while {true}" in the mission preview using the console, it works, but if I call the script in the init doesn't work. It's 2 days that I'm working on something and I'm tired so probably I'm doing in the wrong way something easy, can you help me out?
  3. Thanks a lot F2k, it's perfect! ---------- Post added at 16:49 ---------- Previous post was at 16:14 ---------- Hey F2k sorry if I bother you again, I have a problem with another script. It's a script that spawn randomly the units, with the possibility to spawn people on the same position, the script is working fine in single player, and it's working fine when I host a room, but when it's hosted on a dedicated server it's not working, and everyone spawn in where they were placed in the editor, this is the script: Private ["_unit","_target"]; _unit = _this select 0; //player unit call compile preprocessfile "SHK_pos\shk_pos_init.sqf"; _pos = ["mrkGreen",0,["mrkRed","mrkYellow"]] call SHK_pos; _unit setposATL _pos; sleep 1; if (random 1 < 0.30) then { _target = (playableunits + switchableunits) call bis_fnc_selectrandom; _unit setposATL (_target modeltoworld [0,-3,0]); //spawn behind the unit - avoid friendly fire incidents. }; Any idea why it's not working?
  4. The first one is perfect, thank you! But this doesn't spawn randomly in the radious of the game logic, I think because once the game logic it's spawned in one position it doesn't change, any way to make it spawn randomly in a specific area? I tried with this: _pos = _this select 0; while {true} do { _SpawnRadius = 300 + (random 30); _Dir = (random 359); _Spawnflare = [( _pos select 0)-(_SpawnRadius)*sin(_Dir),( _pos select 1)-(_SpawnRadius)*cos(_Dir),( _pos select 2)]; _flare21 = "F_40mm_White" createvehicle (position _Spawnflare); _flare21 setVelocity [0,0,-0.15]; sleep (10 + (random 10)); }; But it seems to break the loop.
  5. Can someone help me set up a multiplayer mission? The mission will have different players (8) all around the map in different location, should I set up a limiter in the profiler? What range of spawning should I set? How many units can I spawn without having problems?
  6. Antorugby

    bad italian translation

    ? EDIT: Oh you are referring to the Portuguese translation. Inviato dal mio GT-I9300 utilizzando Tapatalk
  7. Antorugby

    bad italian translation

    I can't say about this. But how many errors there are in the translation? Does it make the game not understandable? I'm asking because I played the campaign and I didn't notice anything because I don't read the subtitles, but I mean, if there are a couple of errors it's not a big deal. Of course personally if I payed someone to do something and it fucked up everything I would be mad, but if he did the right job and there would be some little physiological errors it would be OK. Inviato dal mio GT-I9300 utilizzando Tapatalk
  8. Antorugby

    bad italian translation

    The excuse that they are Czech based means that if they pay people to do something, like a translation, they can't find the error easily, but that they are gonna find it when the community report it. It wasn't an excuse like "they are Czech, it's normal they make mistakes in the Italian translation". Anyway, of course other software house do it in the same way, and that's way it's easy to find errors even in other games. I mean it's obviously that they hired someone who is native speaking, the game conversations are not translated using Google translate. I said it was fixed the translation in the first episode, and I think even in the second if there were errors, and now that people report other errors they are gonna fix these errors too. ^^ Inviato dal mio GT-I9300 utilizzando Tapatalk
  9. Antorugby

    bad italian translation

    I would like to say something. Of course Bis don't translate directly the game, but probably pay someone else to do it. Most of the time the people who translate don't have any context or else, so mistake happen. How would, a Czech based software house, be able to know if something it's wrong in the Italian translation? Of course it will be aware when the community find those errors. A lot of people here think that Bis won't do anything to fix those errors, and that's not true. When this thread was open, someone from BIS replied and asked if someone would help them fix the bad translation. The translation was fixed. So now it's gonna be probably the same way, you reported the errore and they will fix it. Not a big deal. Inviato dal mio GT-I9300 utilizzando Tapatalk
  10. Hello guys I'm having some problems. I use ALIVE on Celle map with a marker of 2000, I can spawn an entire battalion without lag. I cut the modules and paste them on Altis, I can't even spawn 400 units, it's unplayable, like 2fps, any tips? There are more units on the ground, not from ALIVE, but I set ALIVE to work only for the synced units (one) and anyway I limited the profiler to just 1.
  11. Hello guys, I'm trying to make a script for a multiplayer mission that will randomly spawn the players inside an area, I'm using SHK_pos, so this is the script and it seems to work just fine: call compile preprocessfile "SHK_pos\shk_pos_init.sqf"; _newpos = ["mrkGreen",0,["mrkRed","mrkYellow"]] call SHK_pos; player setposATL _newpos; Now it begins the difficult part, I want the possibility that someone will spawn with another player so I was thinking about this: if ( random 1 < 0.70 ) then { call compile preprocessfile "SHK_pos\shk_pos_init.sqf"; _newpos = ["mrkGreen",0,["mrkRed","mrkYellow"]] call SHK_pos; player setposATL _newpos; } else { call compile preprocessfile "SHK_pos\shk_pos_init.sqf"; posgroup = ["mrkGreen",0,["mrkRed","mrkYellow"]] call SHK_pos; player setposATL posgroup; }; I haven't tested it but this shouldn't work because every player that execute the init will create a different "posgroup" right? What is the right way to do it? If I use "if (isServer)" the script will run only one time and the "posgroup" will be global for everyone? I'm a noob scripting for multiplayer so I'm sorry if asked something dumb, thank you!
  12. Antorugby

    Random Spawn

    Yeah that's probably what I'll do because it seems the only way. I got the random spawn already working, what I want to achieve is the possibility that someone can spawn with another player. Inviato dal mio GT-I9300 utilizzando Tapatalk
  13. Antorugby

    Random Spawn

    Nobody? Any tips? Inviato dal mio GT-I9300 utilizzando Tapatalk
  14. Antorugby

    Arma's Nature

    Right now I'm busy with the University, but anyway I don't think I'll ever add Arma 2 stuff, I like this add on because it's little and use everything it's already on Arma 3,sorry! Inviato dal mio GT-I9300 utilizzando Tapatalk
  15. Ops, sorry didn't saw that! Inviato dal mio GT-I9300 utilizzando Tapatalk
  16. Hello guys, I was trying ALIVE on an Arma 2 Map ported to Arma 3, it seems to work fine, but sometimes the units spawns mid air and they die when they fall to the ground. It's just because of Arma 2 map? Or I can do something to fix it a bit?
  17. Antorugby

    Arma's Nature

    I'm sorry man, Tapatalk didn't show me that someone replied to the topic and I thought it was dead. Well, for what it's worth after a Month, I have no idea, I just made a config for the p3d files that I found, and if I remember correctly there wasn't any line in the code to resize them. Inviato dal mio GT-I9300 utilizzando Tapatalk
  18. Antorugby

    J.S.R.S. 2.2 Soundmod

    That's not what I said...... But yeah, that's what I hoped. :D Inviato dal mio GT-I9300 utilizzando Tapatalk
  19. Antorugby

    Blastcore: Phoenix 2

    Uhm, I never thought of that. Yeah it's probably that, thank you! Inviato dal mio GT-I9300 utilizzando Tapatalk
  20. Antorugby

    Blastcore: Phoenix 2

    Sometimes it happen that when I shoot someone and hit them, I see sparkles coming from their body, like they are a tank. It's just me? Inviato dal mio GT-I9300 utilizzando Tapatalk
  21. Antorugby

    J.S.R.S. 2.2 Soundmod

    Hey LJ will you work on the new vehicles sound? Inviato dal mio GT-I9300 utilizzando Tapatalk
  22. Yeah, I agree with you, it actually would be cool to know how much, and in what terms, Armaholic suffered the introduction of the Workshop. Inviato dal mio GT-I9300 utilizzando Tapatalk
  23. Antorugby

    Playmusic only for one player

    Oh thank you so much, this clear a lot of things! Inviato dal mio GT-I9300 utilizzando Tapatalk
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