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holo89

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Posts posted by holo89


  1. I'm more use to debug in MP but here

    In the description.ext in the root of your mission look for or create this variable

    enableDebugConsole=1;

    It will allow you to have the debug console when you press escape in game

    In that console in the edit box you can write code that you will execute or just check actual values of expression in the lines under the edit box

    Like if you put player in one of the four lines you get the player value under that line while playing

    Now when you get that behaviour as if you were captive, put

    Captive player

    In one of those line and if under it you have 'true' then you know you are captive,

    You could try also

    Side player

    To make sure you're still on west (I assume you play west)

    Let us know


  2. A short story, I was playing on my server, (coop) and saw that guy beginning to grief the base, then made a TK and quit.

    I took his steam id ( in that time I didn't know we could find it easily or maybe that steam feature was not yet implemented) and ask friend by steam and talked to him asking what happened, that it was a coop server, and that it was cool to play the game with others, not against and that the regular were good buds to play with.

    He finally admitted that he just didn't know how to play, was new to it and got frustrated not having anything to fight.

    He became one of the regular, doing the missions with the guys. Really, I was proud containing myself and trying the diplomatic way. Took its fruit.

    But all this to say that not all are lost cases. You deal the way you want on your server, but just to tell there are times you can reverse tendency, but it requires of your time.

    Ok I'm not telling the story about that one who told me to go to hell, I can give you his steam id though :-)


  3. I tried tonight with an almost empty mission, and the respawnTemplate array with "revive" at the end of the array, using Bis SaveInventory/LoadInventory to see if I get the same behavior.

    It seemed to fix it (when revive at first, was bugging, when revive at the end, I respawn with my weapons) *until* I tried the same in the Ghost - Enemy Assault mission, which has more stuff, and is probably more intensive on CPU, and even if the revive string is at the end of the template, it still respawn me without the main weapon and launcher.

    So I revert back to "HandleDamage" event with the Bis SaveInventory/LoadInventory and it does work.

    I tried to look at the BIS code to find the reason why but I could not find the "revive" script. It is either crypted or does not begin with revive or respawn. I found the MenuInventory and MenuPosition though. Anyway, this alternate method is working.

    So Ghost, it is safe to go with HandleDamage as there does not seem to have any alternative right now, unless someone found something else?

    Regards.


  4. For me the server doesn't hang.

    The problem is just about the loadout at respawn. Like you, it seems to be mainly the weapons, the main and launcher too. And it happened while respawning on tent or at base too, so it does not seem to be related to the tent.

    As mentioned, I think it's the way onPlayerKilled works. I seem to have fix the issue using ins_revive style, using HandleDamage event.

    When I get home I will make more test.

    Will let you know.


  5. No I use no mod, just scripts. I fixed it (I hope "for good" this time) yesterday using the HandleDamage event like Ins_revive was doing. Almost copy paste his part. Not sure though it is optimized, I kept the time+1 part to keep it from saving loadout for every bullets it gets (or other Dam we take while being shot). I'll put it in my prod server tomorrow and see how it stands the road.

    All this because I (not just me) suspect that when using onPlayerKilled event, part of the equipment (like the weapons) are "sometimes" already removed so your body on the ground does not have a weapon for aesthetic reasons and probably not to be able to fire, which is the main spirit of revive system. But the timing seems to be in cause since it does not always have it removed. All this are hypothesis, so don't take it for cash right now.

    I was hoping the update 1.44 would have fixed it but it was still bugging out yesterday after the patch. But the admin password was working back though, yeah!

    Take note that I use the new weapon Cyrus the 9 dot something... Maybe it is related? Or not... I made my test using the same loadout from my arsenal ... Maybe I should give it a try with older equipments just to make sure.

    To be continued....

    Edit: I wonder if the order in the respawn template array is important, like if we put "revive" after the ghost template and not before like now,??? I'm at work and can't test, but as soon as I get home...


  6. Switching support to United States Air Force addon from Sab C130. Should make it more interesting with the new assets especially with ac130. Have to make a few changes and do some testing but maybe by next weekend I will release depending on how things go. So if you have tested the latest test versions and noticed anything now would be the time. I am planning on updating the player marker system.

    WIP Missions updated 20150502 1046Z

    Hi Ghost.

    I've been running your mission 2.9 for a long time. Great stuff !

    I am now running your latest version 3.0. Got few problem but no show stopper. Take note that I modified a little your mission, adding few scripts, so if I report anything that you don't already know, or think it's impossible, it may be comming from my stuff, just disregards. But usually, I pay attention not to screw up things between scripts. I'm getting better at scripting Arma.

    Here:

    - Found that spawn tent is very fragile (spawned directly on it and it was destroyed), so I did _tent allowDamage false; in your respawntent script to fix this.

    - also , the bis saveInventory / loadInventory seems broken, we sometime respawn without weapons, but backpack is ok... Tried many things, ...I even tried to spawn the code that wait like 7 seconds before calling the bis loadInventory with no success, still spawning sometime ok, sometime without weapons. I'm about to take the code from INS_Revive that was in 2.9 and use it to see if it is a problem with the loadInventory. I'll let you know the results. It so strange cause I think it's the function they use in Virtual Arsenal to Load/Save... so it should be ok... we use Virtual Arsenal without problem!

    - Also Zeus did not have all the stuff editable (personal preference), so I added them after the random tasks creation. Not sure it's the best place.

    - there is also a strange JIP problem with Tasks. Sometime when joining the server, we get no tasks, we see the red circles though, but that's all, pressing J = nothing. (I'll investigate this one later)

    That's about it. If I find something that you may fix (that is 100% sure it's not me that messed up), I'll let you know.

    Regards.

    Holo

    Edit: I tested with Aeroson's get_loadout Set_loadout from Enemy Assault 2.9 code (Naong's INS Revive script) and it does work. So still something with bis loadout script. I saw there was attempt at using it in 2.9, it's rem'ed out.

    Edit2: Wrote too fast, I got the weapon problem even with Aeroson's loadout scripts. So it looks like the "SaveLoadout" at onPlayerKilled is sometime too late to take the loadout, and sometime, the weapon is already taken out of the player when it is fired. (for the revive animation?)


  7. Since gamespy was removed from Arma3 I can't see my server in the list. Before I was able to. If I click the remote button and enter my server IP I have no problem joining it. Is there anything I need to change in my server.cfg to be able to see my server in the list again?

    Thanks

    hi Skoff, I have the intuition that it is because you are trying to filter the name of your server with partial (not whole word) criteria.

    like if your server is "mtlarma blah blah", but with gamespy you were able to just put mtl in the name filter, but now you would have to put a whole word. like here, mtlarma or blah.

    could that be it?


  8. I will fix it for the next release ;)

    meanwhile, can he edit the batch file as I just did? which will be overwritten anyway when he update.

    btw, great tool Tom. I wish there was more visibility to it, it should be widely used by scriptors.

    I think I read you are going to make it svn and maybe git compatible. That would be a great evolution. Imagine people in the forum making projects and asking for help, and getting it with a push from someone of the community. what a great improvement!

    regards,

    holo.


  9. That would seem silly to me if the Zeus units were 'owned' by the Zeus' client machine.

    it seems that it is the case. I made some tests on dedi. and zeus created units are local to that zeus.

    At least there is "curator" event handler that we can use to give them back to server/hc, so they will be taken in charge by asr_ai like...

    but still, if you remote control one unit, it will become local to the controlling Zeus.


  10. it probably need to be launch from the server though.

    the best ( to emulate the same as when placed in the editor) would be to create the unit and call the shaun.sqf script within the same function ran on the server with MP_Exec

    try to look at the MP_Exec in the wiki. with this there is a way to exec code on server only, (or also everyone including server) ...

    edit: by Mp_Exec I meant BIS_fnc_MP ... I don't know where I've seen MP_Exec... maybe an old version or script... anyway it is BIS_fnc_MP

    here : https://community.bistudio.com/wiki/BIS_fnc_MP


  11. I've been using the CuratorObjectPlaced event handler, adding to the GM module in my Init script, seems to work fine. You just have to check to make sure the placed object is an AI unit in whatever function you're calling from that event handler.

    Although I have had some problems getting this to work in MP, but i'm not sure if it's related to the event handler or the function i'm calling.

    just don't forget the units created by Zeus are local to this Zeus. I also played a little yesterday again with this. It's getting clearer for me how it works and locality is an issue for some functions. I still need to master some more detail, like if you add the curator event to the module but on server and player. let say the object placed event. where will the handler code be executed? on the Zeus player or on every pc that has executed the handler?

    I still need some test to make sure how everything get together.

    regards,

    Holo.


  12. Hi all,

    I was wondering if anyone else has tried mixing Headless Client support with Zeus? I'd assumed that the unit locality for Zeus was on the server side. In my scripts I transfer ownership of all non-player units from the server to the HC. Though what really happens is that the units become unresponsive when issued waypoints or anything else (the waypoints are not deleted but they just stand around or adjust position slightly but don't move towards their waypoint).

    I was wondering if anyone else had tried Zeus and Headless Client integration yet and what their experience was? This is my first HC implementation so I'm not sure where to start debugging this one.

    Cheers,

    Nashable

    Hi Nashable,

    I think not much people have played seriously with Zeus. At least not as much as you did. I may be wrong since I have not made lots of tests but I think that what a Zeus creates, become local to him. Kind of becoming the head client (opposite of headless...;0) ). I tested that on a dedicated server with debug on, probing the state of "owner" on units I created, from the server.

    When that Zeus disconnect, all its created units fall back to the server (owner #1), which is normal. Like when a player creates AI.

    I had a mission (Insurgency with EOS) before Zeus that I wanted to merge with MCC but as Zeus was coming out soon, I just waited.

    The thing you are explaining, unit becoming unresponsive, I did experiment the same. With my EOS spawned unit (owner -> server), I have to Remote Control for them to become local to me so I have no problem giving them waypoints. But still some server owned units are responsive to MOVE waypoints (I was surprised), so I'm wondering if locality is still an issue for waypoints. (maybe half an issue since Zeus, BI probably done things to make it work?).

    I'm thinking about what would be best. Add curator event handler that when an object is created, it is moved to server (or HC?) and make our own dialog, functions etc to replace native curator Move to waypoint (and other stuff) so it does make it done by the server/HC (via a public variable or something...), or... or wait a little more after BI to see their approach in the next update.

    The main problem I see (if I'm not completely wrong) is that almost every script/mod that touches AI, assume the AI being local (owned) to server.

    Does that make sense or I'm missing some part?

    Regards,

    Holo.


  13. // Get the destination.
    _dest = getMarkerPos "cutstart";
    
    // Get a random direction
    _dir = random 359;
    
    {_x SetPos [(getMarkerPos _dest select 0)-1*sin(_dir),(getMarkerPos _dest select 1)-1*cos(_dir)]} forEach playableUnits;

    why is this not working? not SP, not MP...

    calling script via null=execVM "script.sqf";

    they need to stand together, but of course not bunched up

    _dest is already a position, not a marker, so you do getMarkerPos _dest select 0 but you only need _dest select 0, and so on for the next one. Also, not sure if setPos accept position with only 2 variables? is it? if not, try adding a third one with a select 2

    one last, maybe you wanted to have a random dir for every player, if that is the case, you should put it inside the foreach code


  14. hang on how does this execute my file that i want to use or do i have to make a function called AnK_PARAMS_debugmode. i am abit lost on how it works plus i thought this would be alot more simplez for what i want to do

    ---------- Post added at 08:22 PM ---------- Previous post was at 07:34 PM ----------

    so i changed 'select 2' to 'select 0' but now when i have the parameter as off the debug.sqf is still executed but when in the mission briefing screen its off but in mission its on. and when i have the the parameter on then in both the mission and briefing i can see the makers so now i am truly lost.

    ---------- Post added at 08:28 PM ---------- Previous post was at 08:22 PM ----------

    i was wrong its always on now

    Ok, you did right, the select 0 is less complicated to use for now since you only have one parameter.

    Now I'm pretty sure when you change this parameter to on, your variable debugmode should be 1 and by default it is 0 (off)

    How are you testing back and forth your mission parameters?

    This new thread http://forums.bistudio.com/showthread.php?176541-Faster-turnaround-iteration-time-for-scripting could help you on that testing process.

    Make sure you are not testing with a saved game (which should not give you the lobby "parameters" button to change it), always restart them when you change something on your mission.

    Keep us informed of your progress.

    Regards,

    Holo.


  15. Looks good and targets Arma, I'll give it a try!

    Auto-complete is probably the thing I wish for most to speed up script dev time (I see it has some support for that). Having to bounce back and forth between a browser / arma community wiki and back to scripting takes a lot of time.

    it has, and even variables autocomplete...

    also try positionning on an arma keyword like allowDamage, and press F1... bang the wiki on it...


  16. i just need help with a simple parameter for something to be on or off and then if on execute a sqf

    description.ext

    class Params
    {
    
    
    	  class debugmode
           {
    	//paramsArray[2]
                   title = "Debug Mode";
                   values[] = { 0,1 };
                   texts[] = {"Off","On"};
                   default = 0;
           };
    
    
    
    }

    init.sqf

    debugmode = (paramsArray select 2);
    if (debugmode > 0) then { 
    call compileFinal preprocessFileLineNumbers "main\debug.sqf";
    };

    it looks right but i just dont get why it no work

    try :

    debugmode = (paramsArray select 0);

    paramsArray is an array beginning with 0

    or you could name your variables like this in init.sqf

    for [ {_i = 0}, {_i < count(paramsArray)}, {_i = _i + 1} ] do

    {

    call compile format

    [

    "AnK_PARAMS_%1 = %2",

    (configName ((missionConfigFile >> "Params") select _i)),

    (paramsArray select _i)

    ];

    };

    and all params variable would have an equivalent beginning with AnK_PARAMS_

    for example here, AnK_PARAMS_debugmode

    regards,

    Holo.

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