m1ndgames
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Everything posted by m1ndgames
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Hello! I recently aquired a nice Flight Stick for Arma and DCS, and after fine-tuning the config for a few days, its ready to be released... It comes with a Readme containing instructions, the X52 profile, an Arma 3 Profile with custom bindings and Cheat-Sheet in both PDF, and in case of changes: excel. All air vehicles can be flown in one single mode, so in case you miss any command, it can be added. The Cheat-Sheet: http://i.imgur.com/XKhbbvt.png (580 kB) The Config: https://mega.co.nz/#!Eg8k3bqQ!J2u5LqxDahfCssKV_Vt9K4vqa4BQM7tGSUzT5eQfYbU Have fun with it, and provide feedback if there is anything that was missed. PS: I didnt know where to put it, kindly move the thread if its in the wrong forum.
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[Release] Simple Weapon Shop System
m1ndgames replied to hoverguy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You can add an eventhandler to the each npc/unit that adds cash on kill: To display cash, you just print the players HG_myCash variable. -
[Release] Simple Weapon Shop System
m1ndgames replied to hoverguy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
No problem, i just take some snippets from my legacy code to use it with a player db... -
[Release] Simple Weapon Shop System
m1ndgames replied to hoverguy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Really nice Script! Especially the UI stuff... To make ACE items work i had to add the id '4096' in fn_handleItems.sqf Question: This it not really cheat proof right? Do you plan to make the cash variable global (checked by server)? -
DAC V3.1 (Dynamic-AI-Creator) released
m1ndgames replied to silola's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Me again... I want to add a Killed eventhandler to the spawned Ai... this is the trigger init: aafspawn = ["aafzoneinf",[1,0,1],[5,2,20,6],[ ],[ ],[ ],[2,2,2,2,0]] spawn DAC_Zone my dac_config_events: case 1: { _Events_Unit_S = [ [“_unit addeventhandler [“â€Killedâ€â€,{_this spawn AiKilled}]“], [], [], [], [], [], [] ]; the functions: PointsBox = { _val = _this select 0; if (_val == 5) then { cutRsc ["Points5Box","PLAIN"]; }; if (_val == 10) then { cutRsc ["Points10Box","PLAIN"]; }; }; AiKilled = { _killer = _this select 1; _killeruid = getPlayerUID _killer; if (_killeruid == "") exitWith {}; _killerscore = [_killeruid, "score", 1] call stats_get; _killerscore = _killerscore + 5; [_killeruid, "score", _killerscore] call stats_set; [format ["Ai killed by UID %1 - Player score: %2", _killeruid, _killerscore]] call WarZones_fnc_Debug; [{[5] call PointsBox;},"BIS_fnc_spawn", _killer, true, true] call BIS_fnc_MP; }; but no reaction on kill... no error in rpt... whats the cause? -
DAC V3.1 (Dynamic-AI-Creator) released
m1ndgames replied to silola's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Me again... I cant get it to work :( Setup Server: linux dedicated +sock.so, cba, asrai - DAC is running via script Setup Client: vanilla Mission: It is a SC type mission where each teams starting location is randomly read from a template. Because of this i created 4 different triggers for DAC, and delete the triggers that are unrequired for this template before they can run. (Screenshot) if (Sector_Config_Area_Type == "infantry") then { aafzoneinf setPos _location_independent; aafzoneinf setTriggerArea [80, 80, 0, true]; deleteVehicle aafzonetank; deleteVehicle aafzonemoto; deleteVehicle aafzoneheli; }; DAC is called in init.sqf after everything else happened: if(!isServer) then {waitUntil{!isNull player}}; DAC_Zone = compile preprocessFile "DAC\Scripts\DAC_Init_Zone.sqf"; DAC_Objects = compile preprocessFile "DAC\Scripts\DAC_Create_Objects.sqf"; execVM "DAC\DAC_Config_Creator.sqf"; My DAC_Config_Creator.sqf The Server rpt When i join the game i see this: and after spawn: edit: could it be that the zone size is to small for the number of waypoints? i checked it again and now i got 8 waypoints, but still no ai... edit2: another run, this time it tells me that the zone is not suitable for type infantry... so.. its to small? edit3: yes, it was the size -.- -
DAC V3.1 (Dynamic-AI-Creator) released
m1ndgames replied to silola's topic in ARMA 3 - ADDONS & MODS: COMPLETE
whoops... missed that... thanks... :) -
DAC V3.1 (Dynamic-AI-Creator) released
m1ndgames replied to silola's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi, is it possible to create a zone without placing something in the editor? (beside of the external logic) i try to create the trigger like this, but DAC cant extract the position: infantryzone = createTrigger ["NONE", getPos base_independent_flagpole]; infantryzone setTriggerArea [80, 80, 0, true]; infantryzone setTriggerActivation ["LOGIC", "PRESENT", true]; infantryzone setTriggerText "infantryzone"; infantry = ["infantryzone",[1,0,0,0],[ ],[5,2,50,10],[ ],[ ],[2,2,2,6,0]] spawn DAC_Zone; where base_independent_flagpole is the center of the AAF base. the base locations are dynamic, thats why i cannot place the DAC triggers upfront :/ error: 18:18:43 Error in expression <ct 0);_myvalue = ((triggerArea _KiZone) select 1);_ac = _ZoneMode select 1;_rand> 18:18:43 Error position: <select 1);_ac = _ZoneMode select 1;_rand> 18:18:43 Error Zero divisor 18:18:43 File mpmissions\__cur_mp.Altis\DAC\Scripts\DAC_Create_Zone.sqf, line 110 18:18:43 Error in expression < = format["%1_%2",_thisZone,_cu]; _ma = createmarkerlocal [_zs, ((_zoneValues se> 18:18:43 Error position: <createmarkerlocal [_zs, ((_zoneValues se> 18:18:43 Error Type Any, expected Number 18:18:43 File mpmissions\__cur_mp.Altis\DAC\Scripts\DAC_Create_Zone.sqf, line 123 18:18:43 Error in expression <C_Zones set [count DAC_Zones,[_thisZone,_mxvalue,_myvalue,_ZoneMode,_GroupSol,_G> 18:18:43 Error position: <_mxvalue,_myvalue,_ZoneMode,_GroupSol,_G> 18:18:43 Error Undefined variable in expression: _mxvalue 18:18:43 File mpmissions\__cur_mp.Altis\DAC\Scripts\DAC_Create_Zone.sqf, line 133 -
Hi, can someone confirm that using cba's fnc_taskPatrol desyncs the server? (Doors open late, respawn button reacts late)... ASRAI was only running on the dedicated server tho, could that also be the issue? note that the desync stopped when i removed the cba functions... additionally: is there some hidden function in asrai that would let me do the same? (let defined groups patrol and search houses)?
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Loadout script help
m1ndgames replied to tacticaldrunk's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Example: description.ext (only the necessary parts) respawnOnStart = 1; respawnTemplatesWest[] = {"MenuInventory","Counter","Tickets","EndMission"}; // side west class CfgRespawnInventory { class Rifleman { displayName = "Rifleman"; weapons[] = { Binocular, arifle_MX_F, hgun_P07_F }; magazines[] = { 30Rnd_65x39_caseless_mag, 30Rnd_65x39_caseless_mag, 30Rnd_65x39_caseless_mag, 30Rnd_65x39_caseless_mag, 30Rnd_65x39_caseless_mag, 30Rnd_65x39_caseless_mag, 30Rnd_65x39_caseless_mag, 16Rnd_9x21_Mag, 16Rnd_9x21_Mag, 16Rnd_9x21_Mag }; items[] = { HandGrenade, }; linkedItems[] = { V_Chestrig_rgr, H_HelmetB, optic_Hamr, NVGoggles, G_Tactical_Clear, ItemGPS, ItemMap, ItemCompass, ItemWatch, ItemRadio }; uniformClass = U_B_CombatUniform_mcam; }; }; init.sqf [player,"Rifleman"] call BIS_fnc_addRespawnInventory; -
Joining Public Servers Running Mods/addons Isn't Rocket Science!
m1ndgames replied to infiltrator_2k's topic in ARMA 3 - GENERAL
Oh okay, this could really be a reason because my client is in the same "lan" (i run openvpn on this box..) -
Playing ARMA3 with the newest Version of Gagagu VR Streamer v1.5
m1ndgames replied to gagagu's topic in ARMA 3 - GENERAL
wow! i want it! unfortunately i have a superior phone (eg: android) ;) -
Joining Public Servers Running Mods/addons Isn't Rocket Science!
m1ndgames replied to infiltrator_2k's topic in ARMA 3 - GENERAL
I run ACE, CBA and ASR_AI3 on my dedicated linux server, but the expansion box in the server browser is empty. Do i have to configure it serverside somehow?! -
Find out what "MenuInventory" Template was choosen by a Player
m1ndgames replied to m1ndgames's topic in ARMA 3 - MISSION EDITING & SCRIPTING
damn! i should look more into the actual functions... thank you very much! -
Find out what "MenuInventory" Template was choosen by a Player
m1ndgames posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi, is there a way to check which respawn template was choosen? I could search the players loadout for a unique item, but i would prefer to get the actual classname... Reason: Needed to implement class restrictions (pilot, crewman, medic, etc...) -
Find out what "MenuInventory" Template was choosen by a Player
m1ndgames replied to m1ndgames's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I do that, but how can i find out what respawn inventory was choosen by the player after he respawned? -
Respawn Ticket System?
m1ndgames replied to Arma_Fan's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi, the tickets work as intended, but i cant find a way to manually remove tickets from a pool. BIS_fnc_respawnTickets only supports reading and adding... :/ any hint? -
Hi, the script should spawn Ai and fly them to a waypoint, then the heli moves away and despawns when its far enough. The number of Ai Forces that will be inserted should be double the size of the currently connected players. It should send another chopper when Ai count is less then Player count. The loop: // WarZones_Initialize_Server_Loop_AiSpawn.sqf ///////////////////////////////////////////////////////////////////////////////////// // Create Independent Side Centers and Groups INDEPENDENT_HQ = createCenter resistance; INDEPENDENT_Group = createGroup INDEPENDENT_HQ; ["Created Independent Side Centers and Groups"] call WarZones_fnc_Debug; [] spawn { while {true} do { [] call WarZones_fnc_NPCspawn; }; sleep 300; }; The Spawn function: // Fill array with all living Players _allPlayers = []; { if (isPlayer _x) then { _allPlayers pushBack _x; }; } forEach playableUnits; // Count the Players _playerscount = count _allPlayers; if (count (units INDEPENDENT_Group) > _playerscount) exitWith {}; // Create Transport Heli heli = createVehicle ["I_Heli_Transport_02_F", getpos base_independent_flagpole, [], 3000, "FLY"]; ["Spawned AAF Heli"] call WarZones_fnc_Debug; // Create Heli Group HELI_Group = createGroup INDEPENDENT_HQ; // Assign heli group [heli] join HELI_Group; // Create Crew createVehicleCrew heli; ["Created AAF Heli Crew"] call WarZones_fnc_Debug; // Count empty seats _helicargo = heli emptyPositions "cargo"; // Group cant be greater then cargo space _groupsize = _playerscount *2; if (_groupsize > _helicargo) then { _groupsize = _helicargo; }; // Create random AAF group TROOPER_Group = [getPos heli, resistance, _groupsize] call BIS_fnc_spawnGroup; ["Created AAF Trooper Group"] call WarZones_fnc_Debug; // Move into Cargo { _x moveInCargo heli; [_x] join INDEPENDENT_Group; } forEach units TROOPER_Group; deleteGroup TROOPER_Group; ["Deleted AAF Trooper Group"] call WarZones_fnc_Debug; // Set waypoint (AAF Base) _waypoint_aaf = HELI_Group addWaypoint [getpos base_independent_flagpole, 0]; _waypoint_aaf setWaypointCompletionRadius 50; _unload = createTrigger ["EmptyDetector", getpos base_independent_flagpole]; _unload setTriggerArea [100, 100, 0, false]; _unload setTriggerActivation ["GUER", "PRESENT", true]; _unload setTriggerStatements ["this", "hint 'Heli in Zone'", "hint 'Heli left Zone'"]; // Todo: Insert/Halo _waypoint2 = HELI_Group addWaypoint [[0,150,0], 0]; // Move Heli away and de-spawn it [] spawn { while {true} do { _distance = [heli, getpos base_independent_flagpole] call BIS_fnc_distance2D; if (_distance > 3000) then { deleteVehicle heli; deleteGroup HELI_Group; ["AAF Chopper: Despawned"] call WarZones_fnc_Debug; }; }; sleep 5; }; Output: 13:56:48 ----> WarZones Debug: Spawned AAF Heli 13:56:48 ----> WarZones Debug: Created AAF Heli Crew 13:56:48 ----> WarZones Debug: Created AAF Trooper Group 13:56:48 ----> WarZones Debug: Deleted AAF Trooper Group 13:56:48 ----> WarZones Debug: Spawned AAF Heli 13:56:48 ----> WarZones Debug: Created AAF Heli Crew 13:56:48 ----> WarZones Debug: Created AAF Trooper Group 13:56:48 ----> WarZones Debug: Deleted AAF Trooper Group 13:56:48 ----> WarZones Debug: Spawned AAF Heli 13:56:48 ----> WarZones Debug: Created AAF Heli Crew 13:56:48 ----> WarZones Debug: Created AAF Trooper Group 13:56:48 ----> WarZones Debug: Deleted AAF Trooper Group ... (Loop) I dont know why its looped.. It should detect the units in the group, right?
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Changed it a bit.. // WarZones_Initialize_Server_Loop_AiSpawn.sqf ///////////////////////////////////////////////////////////////////////////////////// // Create Independent Side Centers and Groups [] spawn { scopeName "aispawn"; while {true} do { [] call WarZones_fnc_NPCspawn; sleep 300; }; }; // Fill array with all connected Players _allPlayers = []; { if (isPlayer _x) then { _allPlayers pushBack _x; }; } forEach playableUnits; // Count the current Players _playerscount = count _allPlayers; // When Groupsize bigger then connected players: breakout to loop if (count (units INDEPENDENT_Group) > _playerscount) then { breakOut "aispawn"; }; // Create Heli Group HELI_Group = createGroup INDEPENDENT_HQ; // Create Transport Heli heli = createVehicle ["I_Heli_Transport_02_F", getpos base_independent_flagpole, [], 3000, "FLY"]; heli flyInHeight 300; ["Spawned AAF Heli"] call WarZones_fnc_Debug; // Assign heli to group [heli] join HELI_Group; // Create Heli Crew createVehicleCrew heli; ["Created AAF Heli Crew"] call WarZones_fnc_Debug; // Count empty seats _helicargo = heli emptyPositions "cargo"; // Group cant be greater then cargo space _groupsize = _playerscount *2; if (_groupsize > _helicargo) then { _groupsize = _helicargo; }; // Create random AAF group with defined groupsize TROOPER_Group = [getPos heli, resistance, _groupsize] call BIS_fnc_spawnGroup; ["Created AAF Trooper Group"] call WarZones_fnc_Debug; // Move Troopers into Heli Cargo { _x moveInCargo heli; [_x] join INDEPENDENT_Group; } forEach units TROOPER_Group; // Delete the empty Trooper Group deleteGroup TROOPER_Group; ["Deleted AAF Trooper Group"] call WarZones_fnc_Debug; // Set waypoint (AAF Base) _waypoint_aaf = HELI_Group addWaypoint [getpos base_independent_flagpole, 0]; _waypoint_aaf setWaypointCompletionRadius 50; // Create Trigger on AAF Base _unload = createTrigger ["EmptyDetector", getpos base_independent_flagpole]; _unload setTriggerArea [100, 100, 0, false]; _unload setTriggerActivation ["GUER", "PRESENT", true]; _unload setTriggerStatements ["this", "hint 'Heli in Zone'", "hint 'Heli left Zone'"]; // Todo: Insert/Halo // Move Heli away _despawn = HELI_Group addWaypoint [[0,150,0], 0]; heli flyInHeight 500; // Check heli distance to AAF base and de-spawn scopeName "checkdistance"; while {true} do { _distance = [heli, getpos base_independent_flagpole] call BIS_fnc_distance2D; if (_distance > 3000) then { deleteVehicle heli; ["AAF Chopper: Despawned"] call WarZones_fnc_Debug; breakOut "checkdistance"; }; sleep 5; };
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Yep, im now happily using inidbi on linux :)
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[End game] is the new revive function portable?
m1ndgames replied to fenghan213's topic in ARMA 3 - GENERAL
Thats good news, i have disabled it for now... And after searching for an hour, i think that the dynamic groups function is also bugging my code: 15:52:51 ----> WarZones Debug: Created Side Centers and Groups 15:52:51 "Player/BIS_fnc_log: [bIS_fnc_addStackedEventHandler] Stack as been updated with ID (BIS_dynamicGroups_onPlayerConnected) for Event (onPlayerConnected) executing Function (BIS_fnc_dynamicGroups), Replaced: (false)" 15:52:51 "Player/BIS_fnc_log: [bIS_fnc_addStackedEventHandler] Stack as been updated with ID (BIS_dynamicGroups_onPlayerDisconnected) for Event (onPlayerDisconnected) executing Function (BIS_fnc_dynamicGroups), Replaced: (false)" 15:52:51 "Player/BIS_fnc_log: [bIS_fnc_dynamicGroups] "Initialized"" <snip> 15:53:08 "Player/BIS_fnc_log: [bIS_fnc_dynamicGroups] OnPlayerConnected: Player with uid (76561198031915032) connected" 15:53:08 Game started. 15:53:08 "Player/BIS_fnc_log: [bIS_fnc_dynamicGroups] OnPlayerConnected: Player with uid () connected" 15:53:16 "Player/BIS_fnc_log: [bIS_fnc_preload] ----- Scripts initialized at 25053 ms -----" 15:53:30 "Player/BIS_fnc_log: [bIS_fnc_dynamicGroups] RemoveGroupMemberUid: Unable to find player uid (76561198031915032) in a group" 15:53:30 "Player/BIS_fnc_log: [bIS_fnc_dynamicGroups] OnPlayerDisconnected: Player with uid (76561198031915032) disconnected" i guess i will stay away from these for a while... -
[End game] is the new revive function portable?
m1ndgames replied to fenghan213's topic in ARMA 3 - GENERAL
This doesent really work well with the "MenuInventory" respawn template because its advised to respawn the player on start, to let him select his gear before the 1st join. With Revive enabled he is injured, not dead... Does anyone have a workaround? edit: i am saving persistent data anyways, so ill grab the last used template and load it via BIS_fnc_addRespawnInventory... new players with rank private have only one class, so it doesent make a difference... but still: one of both functions should be updated to let them work together edit2: Argh, how do i get a players picked inventory? -
iniDBI - Save and Load data to the server or your local computer without databases!
m1ndgames replied to code34's topic in ARMA 3 - ADDONS & MODS: COMPLETE
hehe... i realized you made a lot of stuff i am working/playing with, kudos to you! and no, not really. i tried to get into the xbuild stuff, but im not a coder, more a scripter (perl is my main language) and it didnt end well :D like ive wrote in your missions topic: there is a linux inidb version. and im currently testing it... -
[MP][COOP] COMBAT ASSAULT - Official Thread
m1ndgames replied to code34's topic in ARMA 3 - USER MISSIONS
yep, just seen it: string - can be "inidbi" or "profile" hmhm... i hope this works, isnt there a permissions issue or something that also blocks player insignias? well... anyways.. this goes far too offtopic :D