Jump to content

squeeze

Member
  • Content Count

    279
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by squeeze

  1. check if it has anything in it first _mustexit = false; _info = server getVariable "nameofbase"; if(count _info > 0)then { _garrison = _info select 0; hint format ["%1:%2",_info,count _garrison]; }else{ mustexit = true; }; if(mustexit )exitwith{hint"nothing in garrison};
  2. if you placed your statics in the editor you put the EventHandler in the init field, this addEventHandler ["GetOut", {unassignVehicle (_this select 2)}]; if you createVehicle the statics then it's like my 2nd post then use your 1st code you posted, looks like a good start
  3. this would be better then awhile loop _vehicle addEventHandler ["GetOut", {unassignVehicle (_this select 2)}];
  4. I use pretty close to the same code in init.sqf onplayerconnect and disconnect to update my arrays, doing it anywhere else is a waste of time.
  5. Hexagon Based CTI - Warfare 15v15 MP-AI mission. Based on strategy Board Games played on a Hexagonal Grid. Fight for Money, Iron, Oil and Food to win the Respect of the Civilians and Final Conquest. Hex Warfare attemps to Take CTI in a different Direrction. Everything you know about crCTI I've tried to do in a different way. Each Hexagon has Resource that makes up a income Money to buy Iron to build, only found on Land Oil to keep your Vehicles running, only found at sea Food to keep Stamina at %100 [*]No Base to destroy, just a Base hex to defend [*]Can only Capture Hexs Adjacent to owned Hexs making a true Front line style on warfare [*]Hexs cut off from Base get turned over to Enemy,.... LandGrab [*]Town Areas store Resources, plundered if conquered by enemy [*]Town Areas can only be spawned at or built in if Enemy don't own Ajacent Hex [*]MHQ holds resources and can be Respawned at [*]Commander orders all AI on Server and players AI. [*]Custom made units [*]Custom color adjustments [*]All Unit, Weapons and Vehicle prices based on BIS configs all new strategy's to Arma and lots more. Feed back needed from online play, only tested SP and server/client. download via makearmanotwar.com/steam workshop
  6. Put mainArray = [] in the players init line or somewhere else . Then in each of your trigger condition mainArray = mainArray + thislist All three should be in mainArray once all three have been triggered. I'd help with the foreach command also but this is hard work writing code on a phone
  7. I read promans crcti has the same problem in arma3, I don't know about the other version.
  8. Update log is on the steam workshop, not much to look forward to, maybe just a couple of extra bugs...lol And the start of a transport command for the commander
  9. I had 0.14 running for about 1 hour to check the server FPS before updating the workshop about 10 hours ago. I just did a quick run going through all dialogs and some commander orders and found a error when commanding player AI but no server crash. if you're on the bis dev build there might be a problem with the civs joining your group. I'd like to now more info if you have the time.....cheeers
  10. Have you tried boundingbox on a house object, I haven't used that command in years but I think it's worth a look at
  11. I did what you're doing with markers in 2010, when java was coming (don't know if it still is) I lost interest because I thought that would be better to code the engine in....good luck.
  12. I just look at your pic and my jaw dropped, check mine out it's also here
  13. show threatened hexes wouldn't be a problem, this mission is the bare minimum at the moment, bells and whistle to come. hexes change sides when the attacker has 5 times more men in the hex then the defender, server checks every 60 secs. thanks again.
  14. Can you upload the server rpt file to dropbox or something for me, also did you change any pramas. And did you mean bottom/left. I've done most testing on client/persistent server same cpu, is that your setup. Thanks again krem. Thinking about this while at work, I reckon one side won and all the scripts stopped, don't think I've put a end game trigger on the server, just a condition the ends it for connected clients.
  15. Thanks krem, I'll have those two in the next update.
  16. I'll concentrate on MP performance for now so smarter AI for a SP game is a long way off. Vote commander is in "Options - Strategy map then the lower right combo box". Communications paid for the same way as vote isn't finished, you can pay to turn It on but it can't be destroyed yet. I wrote code that hacks the enemies communications If you land a quad drone on the enemy base, I'll implement that for a attack.
  17. this is some code i worked on some time ago to add prices based on a few things, power is one of them. hope it helps, this is only for rifles // Rifles _count = count (configFile >> "CfgWeapons"); for "_x" from 0 to (_count-1) do { _item=((configFile >> "CfgWeapons") select _x); if (isClass _item) then { if (getnumber (_item >> "scope") == 2) then // public { if (count(getarray (_item >> "magazines")) !=0 ) then //WeaponHardMounted { if (getnumber (_item >> "type") == 1) then //WeaponSlotPrimary { _price = 0; _displayName = getText (_item >> "displayName"); _magname = (getArray(_item >> "magazines"))select 0; _magnames = (getArray(_item >> "magazines")); _linkedOptics = (getText(_item >> "LinkedItems" >> "LinkedItemsOptic" >> "item" )); _linkedMuzzle = (getText(_item >> "LinkedItems" >> "LinkedItemsMuzzle" >> "item" )); _linkedAccs = (getText(_item >> "LinkedItems" >> "LinkedItemsAcc" >> "item" )); if(_linkedOptics != "")then { {if(_x == _linkedOptics)exitwith{_price = _price + ((SQU_accessoriesCfg select _foreachIndex)select 0)}}forEach SQU_accessories; }; if(_linkedMuzzle != "")then { {if(_x == _linkedMuzzle)exitwith{_price = _price + ((SQU_accessoriesCfg select _foreachIndex)select 0)}}forEach SQU_accessories; }; if(_linkedAccs != "")then { {if(_x == _linkedAccs)exitwith{_price = _price + ((SQU_accessoriesCfg select _foreachIndex)select 0)}}forEach SQU_accessories; }; { _ammo = getText(configFile >> "CfgMagazines" >> _x >> "ammo"); _price = _price + (getNumber(_item >> "WeaponSlotsInfo" >> "mass") + (getNumber(configFile >> "cfgAmmo" >> _ammo >> "hit") + getNumber(configFile >> "cfgAmmo" >> _ammo >> "indirecthit")) * (count(getArray(_item >> "muzzles")))); }foreach _magnames; SQU_Rifles = SQU_Rifles + [configName _item]; SQU_RiflesCfg = SQU_RiflesCfg + [[_price,configName _item]]; }; }; }; }; };
  18. has no effect here, while i was on the DEV branch i think a exe updated made my saveProfileNamespace not load.
  19. only works this way if the array has elements in it, so not to error you'll have to check ... if(count _array2 > 0)then _array1 = _array1 + [(_array2 select (count _array2 - 1))];
  20. _position_mark isn't in ammo_placement.sqf snippet you have posted so maybe you're looking at the wrong file. To answer your heading question... _array1 = _array1 + [(_array2 select (count _array2))] Not tested, I'm on my phone
  21. squeeze

    Checkboxes problem!

    I just treat checkboxes as buttons, each has it's own idc, don't know about this new type you talk about. If it's possible to have columns and rows then post some code, I don't get back to my pc until the weekend so I wouldn't mind seeing it.
  22. squeeze

    Equalize infantry speeds

    Give the leader a huge backpack and load him up, load his uniform and vest also. Could even try setting his fatigue, in a loop.
  23. squeeze

    Credits and Performance

    _time is a scripting command, it returns the time a script has run for, change it to _timer and see how it goes
×