ange1u5
Member-
Content Count
97 -
Joined
-
Last visited
-
Medals
Community Reputation
11 GoodAbout ange1u5
-
Rank
Corporal
Contact Methods
-
Steam url id
ange1u5
Recent Profile Visitors
The recent visitors block is disabled and is not being shown to other users.
-
[RACE] The Great Altis Race
ange1u5 replied to ange1u5's topic in Arma 3 - MAKE ARMA NOT WAR CONTEST - MULTIPLAYER GAME MODE
Update released and resubmitted for the competition. v1.1 Changelog: Added new race, Course #11: Eginio to Kavala, 14.9km. A reasonably short but difficult race along the south west coast of Altis starting at Eginio and ending in Kavala. Only one checkpoint for this course. A couple of additional background tracer fire and distant smoke trails have been added to accomodate the new course. Attack helicopters have been overhauled and now spawn dynamically like civilian traffic. A maximum of two will spawn for any given patrol area. Previously the helos would just sit there and wait for you to go by (and often not even notice you), now they follow a patrol pattern within their spawn zone and have a much higher chance of spotting Competitors! Their spawn/despawn range is also very high, so they are able to chase you well outside their patrol area should you be spotted. Civilian Traffic parameter now only disables vehicle traffic and ambulating civilians. Previously it would also remove all background naval AI on the coastlines. Ambient AI parameter will now disable background naval AI units as well as aircraft AI units. Map briefing FAQ text modified with additional information. EOS spawn numbers tweaked (lowered slightly to help FPS). Removed civilian Truck from civilian traffic unit spawn pool. The EOS script is spawning 8 AI in the back, can cause unnessecary FPS lag! Added Iffrit, Strider (unarmed versions) and both covered and uncovered versions of the Zamak Transport to the civilian traffic unit spawn pool for more variation in traffic encountered. Removed Toolkit and extra First Aid Kits from Civilian Observer inventories. Added NVGoggles to Civilian Observers to aid in any potential night time flying. Adjusted waypoints for all finish UAV drones so they do a wider flyby of the finish line. Should help with camera shakiness and glitching on hills. Repair script no longer requires a toolkit to use. This is mainly a workaround for dedicated server loadout issues as sometimes players do not spawn in with the correct loadout, thus being unable to repair their cars when damaged. This is usually fixed by respawning in-game to force the loadout to work. Fixed Civilian Observer helicopters in Arcade Mode so they are now invulnerable. Fixed first person lock parameter not working. Fixed missing barriers at Kavala finish on Course #5 Fixed spawn location for Civilian Observers and their respective assets on Course #10. Before they were spawning in their original editor positions near Kavala and not being moved to their new location. -
Update released. v1.1 Changelog: Added new race, Course #11: Eginio to Kavala, 14.9km. A reasonably short but difficult race along the south west coast of Altis starting at Eginio and ending in Kavala. Only one checkpoint for this course. A couple of additional background tracer fire and distant smoke trails have been added to accomodate the new course. Attack helicopters have been overhauled and now spawn dynamically like civilian traffic. A maximum of two will spawn for any given patrol area. Previously the helos would just sit there and wait for you to go by (and often not even notice you), now they follow a patrol pattern within their spawn zone and have a much higher chance of spotting Competitors! Their spawn/despawn range is also very high, so they are able to chase you well outside their patrol area should you be spotted. Civilian Traffic parameter now only disables vehicle traffic and ambulating civilians. Previously it would also remove all background naval AI on the coastlines. Ambient AI parameter will now disable background naval AI units as well as aircraft AI units. Map briefing FAQ text modified with additional information. EOS spawn numbers tweaked (lowered slightly to help FPS). Removed civilian Truck from civilian traffic unit spawn pool. The EOS script is spawning 8 AI in the back, can cause unnessecary FPS lag! Added Iffrit, Strider (unarmed versions) and both covered and uncovered versions of the Zamak Transport to the civilian traffic unit spawn pool for more variation in traffic encountered. Removed Toolkit and extra First Aid Kits from Civilian Observer inventories. Added NVGoggles to Civilian Observers to aid in any potential night time flying. Adjusted waypoints for all finish UAV drones so they do a wider flyby of the finish line. Should help with camera shakiness and glitching on hills. Repair script no longer requires a toolkit to use. This is mainly a workaround for dedicated server loadout issues as sometimes players do not spawn in with the correct loadout, thus being unable to repair their cars when damaged. This is usually fixed by respawning in-game to force the loadout to work. Fixed Civilian Observer helicopters in Arcade Mode so they are now invulnerable. Fixed first person lock parameter not working. Fixed missing barriers at Kavala finish on Course #5 Fixed spawn location for Civilian Observers and their respective assets on Course #10. Before they were spawning in their original editor positions near Kavala and not being moved to their new location.
-
Dedicated server loadout script problem...
ange1u5 replied to ange1u5's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Actually just realised I didn't post the actual loadout code in case anything is wrong here too: _target = _this select 0; waitUntil {!isNull _target}; removeAllWeapons _target; removeallassigneditems _target; removeBackpack _target; _target addbackpack "B_AssaultPack_khk"; _target linkItem "ItemMap"; _target linkItem "ItemGPS"; _target linkItem "ItemRadio"; _target linkItem "ItemWatch"; _target linkItem "ItemCompass"; _target addItem "FirstAidKit"; _target addItem "FirstAidKit"; _target addItem "FirstAidKit"; _target additem "ToolKit"; Is this correct? -
Dedicated server loadout script problem...
ange1u5 replied to ange1u5's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ok thanks for the help, will see what I can do, though not entirely sure where I need to put what where, but it'll be fun finding out =D -
Dedicated server loadout script problem...
ange1u5 replied to ange1u5's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hmm ok, perhaps I should post the full contents of all 3 files I have, because all 3 of them are full of stuff well beyond the bits I've posted. Before you ask, I'm not a natural programmer, I've been getting help with this all the way through, so if half of this looks like 'why the f**k is he doing it like that?" my answer is because it seems to be working so I don't want to mess with what isn't broken :D init.sqf initplayer.sqf initdedi.sqf Is what you suggest MDCCLXXVI still relevant or does this need redoing from the ground up? =P -
Dedicated server loadout script problem...
ange1u5 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I have a slight problem with player loadouts on dedicated servers. Basically when you spawn into the mission, the loadout is not present. But once you respawn, the loadout will then work. This issue is not present in local multiplayer hosting. Now I have two seperate SQF's for local and dedicated hosting, so I imagine the problem is here somewhere. First I have init.sqf which runs the following in this order: null = [] execVM "randomWeather2.sqf"; //Executes weather script - does not seem to work otherwise if placed in other init files null = [] execVM "initplayer.sqf"; //This is for regular multiplayer hosting null = [] execVM "initdedi.sqf"; //This is for dedicated server hosting null = [] execVM "eos\OpenMe.sqf"; //Executes EOS script sleep 0.15; In initplayer.sqf the files I'm referencing here begin at the top with the following before proceeding with the rest of the code in the script: waitUntil {!isNull player}; [] execVM "player_markers.sqf"; //Executes player markers script so players can see their relative real time positions on the map null = [player] execVM "RespawnLoadout.sqf"; //Executes player loadout script In initdedi.sqf the code reads more like this: if (!isDedicated) exitWith {}; [] spawn { { if (isPlayer _x) then { null = [] execVM "player_markers.sqf"; //Executes player markers script so players can see their relative real time positions on the map null = [player] execVM "RespawnLoadout.sqf"; //Executes player loadout script }; }forEach allUnits; }; In the RespawnLoadout.sqf itself is the following code: _target = _this select 0; if(side _target == WEST) then { null = [_target] execVM "competitorLoadout.sqf"; }; if(side _target == Civilian) then { null = [_target] execVM "civLoadout.sqf"; }; //Arcade Mode (All Damage Off) - If this is turned on, allowdamage false is executed after respawn otherwise players become vulnerable to injury again if ((paramsarray select 7) == 3) then { null = [] execVM "invul2.sqf"; }; So after all that my question becomes, why is the loadout not working on that initial spawn into dedicated but DOES work after you respawn? All help appreciated! -
Make Arma Not War - Submissions Re-opening
ange1u5 replied to Korneel's topic in Arma 3 - MAKE ARMA NOT WAR CONTEST - NEWS
So if one resubmits their existing mission (which wasn't in the list but is still fine btw but I've made changes I want to push forward), what format do we upload to dropbox? Just the PBO? A RAR/ZIP file with PBO and readme text file? What about naming? I don't want to resubmit without making sure I do it right. -
Help fixing multiple loadouts...
ange1u5 replied to ange1u5's topic in ARMA 3 - MISSION EDITING & SCRIPTING
So would something like this work? if(side player == West) then { null = [] execVM "competitorLoadout.sqf"; }; if(side player == Civilian) then { null = [] execVM "civLoadout.sqf"; }; I have tried it but nothing happens so I assume I just got it wrong somewhere. The eventhandler is still respawnLoadout.sqf in the units INIT field. -
Help fixing multiple loadouts...
ange1u5 replied to ange1u5's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Well I did find a problem. When testing with 2 players, the loadout does not work correctly on a 2nd player. So I load in, my loadout is fine as is any additional context menu stuff running in my mission. However the 2nd player comes in with only the default loadout of the unit thats in the editor when placed and no extra options in his/her context menu. Respawning worked to reload it (but not on a dedicated I think), but then other code did not run correctly afterwards either. I suppose I should explain my mission has 3 init files (init.sqf, initplayer.sqf, initdedi.sqf) to ensure all features of the mission run properly on both local MP and dedicated server hosting. So the orignal code I use for both is the following (This is without the new civLoadout.sqf being called). Both bits of code are they very start of both files. initplayer.sqf waitUntil {!isNull player}; [] execVM "player_markers.sqf"; //Executes player markers script so players can see their relative real time positions on the map null = [player] execVM "RespawnLoadout.sqf"; //Executes player loadout script initdedi.sqf if (!isDedicated) exitWith {}; [] spawn { { if (isPlayer _x) then { null = [] execVM "player_markers.sqf"; //Executes player markers script so players can see their relative real time positions on the map null = [player] execVM "RespawnLoadout.sqf"; //Executes player loadout script }; }forEach allUnits; }; }; Hope I've explained the problem I'm having sufficiently anyway =P I need civLoadout to be called OR I need a single SQF which will set the different loadouts for both Blufor and Civ. I'm assuming something like a 'if (side player == west)' kind of statement? -
Help fixing multiple loadouts...
ange1u5 replied to ange1u5's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks BadLuckBurt, thats done the trick! -
Hi there. I'm currently trying to have two different loadouts depending on which side you select (Blufor or Civ). I've created two seperate loadout scripts, both work fine, however I can't seem to get them to seperate based on which side you're playing. When I exec the two scripts, it seems to only execute the 2nd script for BOTH sides so for example: [] spawn { { if (isPlayer _x) then { null = [] execVM "player_markers.sqf"; //Executes player markers script so players can see their relative real time positions on the map null = [player] execVM "civLoadout.sqf"; //Executes Civilian Observser loadout script null = [player] execVM "respawnLoadout.sqf"; //Executes Competitor loadout script }; }forEach allUnits; }; So instead of the civilians having the civLoadout as they should, they instead end up with respawnLoadout. This is reversed if I change the order of execution. I have this code in the init fields of each playable unit. Blufor: BIS_fnc_initRespawn = {true}; 0 = [this] execVM 'respawnloadout.sqf'; this addeventhandler ["respawn","0 = _this execVM 'respawnloadout.sqf'"]; Civ: BIS_fnc_initRespawn = {true}; 0 = [this] execVM 'civLoadout.sqf'; this addeventhandler ["respawn","0 = _this execVM 'civLoadout.sqf'"]; So why is it ignoring one script and only choosing to execute one to all players? Any help appreciated :)
-
[RACE] The Great Altis Race
ange1u5 replied to ange1u5's topic in Arma 3 - MAKE ARMA NOT WAR CONTEST - MULTIPLAYER GAME MODE
Update released. Minor changes and fixes only, final release/update version for MANW competition. Remember to vote your support if you like it! http://makearmanotwar.com/entry/1fzYVbvb15#.VE0ALfmsVAs v1.01 Changelog: Updated map briefing texts for both Competitors and Civilian Observers to give more far more comprehensive information and instructions to players. Updated Civilian Observer welcome hint texts as Competitor welcome hints were showing up instead upon race start. Minor changes to welcome and finish messages during camera sequences. Minor changes to triggers and waypoints for some of the ambient AI aircraft flying about. Changed camera focus point for each intro sequence to objects that do not get moved depending on course selected. This sometimes created a bug where the camera was focused in the far off distance because the object it focused on didn't get moved in time to its correct location. Changed ending UAV planes (which are the focus point of the end sequence) to be invulnerable. On rare occasions the planes would inexplicably crash or be destroyed somehow, causing the end sequence to glitch out. Fixed a couple of missing barricades on Courses #3 and #4 Fixed red hazard lights at Checkpoint #3 on Course #4 Fixed missing blue flags at Checkpoint #4 on Course #6 Fixed a few night warning/hazard lights not showing in Courses #7, #8 and #10. Additional arrow markers placed on Course #7 when joining the main highway. Players got often got confused where to go. One Car spawn truck removed from Course #9 as it wasn't supposed to be there. Barricades positioned at the finish point of Course #9 to prevent players from driving off the cliff. Amusing as this might be, it can cause the game over messages to not display correctly. Minor position changes to attack helicopters on Course #10 -
Update released. Minor changes and fixes only, final release/update version for MANW competition. Please support the mission if you like it! http://makearmanotwar.com/entry/1fzYVbvb15#.VBnUcPldVs4 v1.01 Changelog: Updated map briefing texts for both Competitors and Civilian Observers to give more far more comprehensive information and instructions to players. Updated Civilian Observer welcome hint texts as Competitor welcome hints were showing up instead upon race start. Minor changes to welcome and finish messages during camera sequences. Minor changes to triggers and waypoints for some of the ambient AI aircraft flying about. Changed camera focus point for each intro sequence to objects that do not get moved depending on course selected. This sometimes created a bug where the camera was focused in the far off distance because the object it focused on didn't get moved in time to its correct location. Changed ending UAV planes (which are the focus point of the end sequence) to be invulnerable. On rare occasions the planes would inexplicably crash or be destroyed somehow, causing the end sequence to glitch out. Fixed a couple of missing barricades on Courses #3 and #4 Fixed red hazard lights at Checkpoint #3 on Course #4 Fixed missing blue flags at Checkpoint #4 on Course #6 Fixed a few night warning/hazard lights not showing in Courses #7, #8 and #10. Additional arrow markers placed on Course #7 when joining the main highway. Players got often got confused where to go. One Car spawn truck removed from Course #9 as it wasn't supposed to be there. Barricades positioned at the finish point of Course #9 to prevent players from driving off the cliff. Amusing as this might be, it can cause the game over messages to not display correctly. Minor position changes to attack helicopters on Course #10
-
Youtube trailers... (copyright)
ange1u5 replied to ange1u5's topic in Arma 3 - MAKE ARMA NOT WAR CONTEST - QUESTIONS & ANSWERS
Great, thanks Korneel :) Bottom line then, I can add the youtube trailer to my MANW page (in the optional bit in edit entries page) and it'll be ok as the music itself is not used in the mission (sadly). -
Youtube trailers... (copyright)
ange1u5 replied to ange1u5's topic in Arma 3 - MAKE ARMA NOT WAR CONTEST - QUESTIONS & ANSWERS
Anyone from BI please care to answer this? I tried e-mailing the MANW support e-mail address and got no response from that either =/