Jump to content

ange1u5

Member
  • Content Count

    97
  • Joined

  • Last visited

  • Medals

Everything posted by ange1u5

  1. 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.
  2. The Great Altis Race v1.1 - by ٨ήģεỈ Welcome to The Great Altis Race! Based on the original Great Altis Highway Race mission I released last year, this is a massively expanded version, including over 10 seperate epic courses for you to race along as well as other improvements and additions. This is a Multiplayer mission only! There are no AI to race against! Though you can run the race on your own where's the fun in that? So I advise you have at least one other person play with you. You can race with up to 13 other players plus 4 civilian observer slots for anyone wishing to document a race from above. There are no rules beyond getting to the end of the race, so its up to you to decide how you want to do it! Features: =========== • - Choose from 11 epic courses to race, all of which will take you through a nice sightseeing tour of Altis... if you aren't too busy racing and crashing that is! • - Choose what kind of weather and time of the day you wish to race in. Do you dare race at night in heavy fog? (Default is Clear) • - Several Checkpoints will be along the route where players may respawn (once passed) and get new cars if they trash their last one! • - Various repair options including 'Arcade Mode' which will turn players and their cars invulnerable allowing you to race as recklessly as you like! • - Dynamic civilian traffic can be expected along the way, possibly around that next corner... (can be disabled) • - Force a first person lock when driving to make the race more difficult and realistic! • - Watch for enemy AH-9 choppers along the course. They like to chase and shoot at racers! (can be disabled) Courses Availiable: ================== • Kavala to Molos - 31.7km - Difficulty: Easy • Kavala to Feres - 34km - Difficulty: Moderate • Molos to Kavala - 31.3km - Difficulty: Easy • Molos to Feres - 32.5km - Difficulty: Moderate • Feres to Kavala - 33.6km - Difficulty: Moderate • Feres to Molos - 32.5km - Difficulty: Moderate • Thronos to Kavala - 15.4km - Difficulty: Hard • Thronos to Feres - 34.8km - Difficulty: Hard • Thronos to Eginio - 25.3km - Difficulty: Very Hard • Eginio to Thronos - 28.2km - Difficulty: Very Hard • Eginio to Kavala - 14.9km - Difficulty: Hard Additional Credits: ================== The mission would not have been possible to the scope I've created without enormous help from the scripting community. I'm not a natural programmer and I've struggled alot in getting to grips with the complex scripting side of things, though I've learnt so much along the way! So I must therefore give immense gratitude, thanks and credit to the following: Lala - Primarily responsible for helping me realise many of the core features of the mission such as multiple courses, the repair script and alot of additional help along the way. Random Weather v0.9 Script by Meatball Player Markers v2.6 Script by aeroson Enemy Occupation System v1.98 by BangaBob Veteran Gamers (=VG=) community for helping me perform large scale multiplayer tests and to all my friends who have helped me test the mission along the way! And with thanks to all those who answered my various questions on the BI forums over the past few months! Download Links Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=314794489 Armaholic: http://www.armaholic.com/page.php?id=26824 Make Arma Not War: http://makearmanotwar.com/entry/1fzYVbvb15#.VE0ALfmsVAs
  3. ange1u5

    [MP/RC] The Great Altis Race v1.0

    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.
  4. The Great Altis Race v1.1 - by ٨ήģεỈ Welcome to The Great Altis Race! Based on the original Great Altis Highway Race mission I released last year, this is a massively expanded version, including over 10 seperate epic courses for you to race along as well as other improvements and additions. This is a Multiplayer mission only! There are no AI to race against! Though you can run the race on your own where's the fun in that? So I advise you have at least one other person play with you. You can race with up to 13 other players plus 4 civilian observer slots for anyone wishing to document a race from above. There are no rules beyond getting to the end of the race, so its up to you to decide how you want to do it! Features: =========== • - Choose from 11 epic courses to race, all of which will take you through a nice sightseeing tour of Altis... if you aren't too busy racing and crashing that is! • - Choose what kind of weather and time of the day you wish to race in. Do you dare race at night in heavy fog? (Default is Clear) • - Several Checkpoints will be along the route where players may respawn (once passed) and get new cars if they trash their last one! • - Various repair options including 'Arcade Mode' which will turn players and their cars invulnerable allowing you to race as recklessly as you like! • - Dynamic civilian traffic can be expected along the way, possibly around that next corner... (can be disabled) • - Force a first person lock when driving to make the race more difficult and realistic! • - Watch for enemy AH-9 choppers along the course. They like to chase and shoot at racers! (can be disabled) Courses Availiable: ================== • Kavala to Molos - 31.7km - Difficulty: Easy • Kavala to Feres - 34km - Difficulty: Moderate • Molos to Kavala - 31.3km - Difficulty: Easy • Molos to Feres - 32.5km - Difficulty: Moderate • Feres to Kavala - 33.6km - Difficulty: Moderate • Feres to Molos - 32.5km - Difficulty: Moderate • Thronos to Kavala - 15.4km - Difficulty: Hard • Thronos to Feres - 34.8km - Difficulty: Hard • Thronos to Eginio - 25.3km - Difficulty: Very Hard • Eginio to Thronos - 28.2km - Difficulty: Very Hard • Eginio to Kavala - 14.9km - Difficulty: Hard Additional Credits: ================== The mission would not have been possible to the scope I've created without enormous help from the scripting community. I'm not a natural programmer and I've struggled alot in getting to grips with the complex scripting side of things, though I've learnt so much along the way! So I must therefore give immense gratitude, thanks and credit to the following: Lala - Primarily responsible for helping me realise many of the core features of the mission such as multiple courses, the repair script and alot of additional help along the way. Random Weather v0.9 Script by Meatball Player Markers v2.6 Script by aeroson Enemy Occupation System v1.98 by BangaBob Veteran Gamers (=VG=) community for helping me perform large scale multiplayer tests and to all my friends who have helped me test the mission along the way! And with thanks to all those who answered my various questions on the BI forums over the past few months! Download Links Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=314794489 Armaholic: http://www.armaholic.com/page.php?id=26824 Make Arma Not War: http://makearmanotwar.com/entry/1fzYVbvb15#.VE0ALfmsVAs
  5. 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!
  6. 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?
  7. 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
  8. 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
  9. 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.
  10. 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 :)
  11. 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.
  12. 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?
  13. Thanks BadLuckBurt, thats done the trick!
  14. 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
  15. ange1u5

    [MP/RC] The Great Altis Race v1.0

    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
  16. A quick question, is making a youtube video that does have a recognizable track as its music choice count when submitting an entry over copyright/licensing issues? The mission itself does not have any music or other third party audio/visual effects. Obviously I don't want to be disqualified for a youtube trailer!
  17. 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).
  18. 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 =/
  19. I'm just trying to find out if a youtube trailer with a copyrighted soundtrack, even if the mission itself does not contain any copyrighted content itself, would disqualify me. Anyone else know?
  20. Hi there. I'm experimenting with attaching these helper markers like Sign_Arrow_Large_Blue_F to objects and that works fine. What I'd like though is to have these markers appear over players heads whilst driving. I can attach it to the player fine but as soon as I get into a vehicle and drive away, the marker sits at the last known position of the player before he got in the car. I can't attach it to specific cars because cars will change over the course of the mission. _playerarrow = "Sign_Arrow_F" createVehicle position p1; _playerarrow attachTo [p1,[0,-0.5,3]]; I have 14 players to assign this to. Any help appreciated :)
  21. Works a treat, thank you =D One more question though, looking at it, though I like it myself, I can imagine some people might find it irritating or an eyesore. Would an addaction work best to toggle the signs on or off as they choose? If so how?
  22. I do indeed use respawn. JIP is generally not expected as once the race begins, anyone joining later will start at the beginning and there will be no chance for them to catch up. But should expect this as a factor though. Speaking of it though, is there actually a way to disable JIP once the mission begins, and if so is it advisable? Say a player drops out (as so often happens) he can't rejoin I would assume. I noticed the arrow obviously only moved every second because of sleep. If I set that to say 0.01 do I run the risk of crapping the server out because its running this thread constantly so fast?
  23. Great, would I have to do that individually for each player or can I create an array for it? I did play around with. I tried something like _player = [p1,p2,p3,p4,p5,p6,p7,p8,p9,p10,p11,p12,p13,p14] _playerarrow = "Sign_Arrow_F" createVehicle position _player; while {alive _player;} do { vehicle _playerarrow attachTo [_player,[0,-0.5,3]]; sleep 1; }; And a few other variations to no avail.
  24. I'd like to have a simple spawning mechanic for getting spare cars in a race. I know how to do this for a single player or attaching the addaction and the spawn to another object. But since this is a multiplayer race I need the counter limitation (how many cars each player is allowed to spawn at each spawn point) to be unique to the player. I also need to place an 'anti-spam' timer on it if you will so it takes a few seconds before the player can spawn another vehicle. This counter obviously has to be maintained upon respawn! Any help with this appreciated :)
×