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h0rs

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About h0rs

  • Rank
    Private First Class

core_pfieldgroups_3

  • Interests
    Programming, Gaming
  • Occupation
    Student

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  • Biography
    25 year old gamer from Australia. Very interested in game modification and scripting. Worked on several World of Warcraft emulation projects.
  • Twitter
    https://twitter.com/altisroyale
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    https://www.youtube.com/user/phirephocks
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    http://steamcommunity.com/id/slashterence/
  1. Thanks for your reply. Unfortunately the onPlayerConnected script does not allow suspension with waitUntil { isPlayer _x }; If I pass this onto another script, I get a syntax error: 0:18:36 Error in expression <format ["Processing %1", _x]; [_x] execVM "scripts\processPlayer> 0:18:36 Error position: <] execVM "scripts\processPlayer> 0:18:36 Error Missing ] The code causing the error is: [_x] execVM "scripts\processPlayer.sqf"; Which would work in any other circumstance. _x of course representing the names of the playable units (in editor): player1, player2 etc. Is there something I'm doing wrong here? Or must I pass this off to another script differently (other than execVM?) EDIT: Works when I use [] execVM "scripts\processPlayer.sqf"; Have to test whether other players are processed correctly now.
  2. Hey everyone, I am having great difficulty trying to set up a specific set of conditions to allow players in a server under a dedicated server environment before the mission starts. Description.ext settings: disabledAI = 1; respawn = 4; These are the steps I would like to follow: 1) Player joins server, starts mission, is sent to "waiting" location. (Works) 2) Second player joins server, assumes role of playable unit (taking the respective slot in the multiplayer lobby) At this stage it all appears to work fine, however, this new player is still counted as an AI if I perform the following loop in onPlayerConnected.sqf snippet from onPlayerConnected.sqf // Loop to find it. { diag_log format ["Unit Found: %1 (Player: %2)", name _x, isPlayer _x]; } forEach playableUnits; From the .RPT file: 22:40:25 "Unit Found: James (Player: true)" 22:41:22 "Unit Found: Chrystophoros Elias (Player: false)" The second player is my friend who joins. He appears in the same area as me, but I cannot see any of his messages in direct. I believe it is because he is still counted as an AI unit. So my question basically is: How do I go about ensuring my friend entirely becomes that unit, rather than just being able to control his movement? If I am missing some information please let me know and I'll dig it up :) Thanks, James.
  3. Thanks! Looks like I'll be looking at ensuring my mission runs seamlessly under a dedicated environment then :)
  4. I was afraid this might be the case :(
  5. The problem is I don't really know how to set that parameter for a listen server. In dedicated you simply set it in the profile. If I was to distribute this mission, the password (if there was one) would be different for every person who hosts it.
  6. I mentioned in my first post that this was for A3, so sorry for the confusion! I did not have permission to post there, so I posted it here. Could a mod please move this?
  7. Yeah I have. They are able to join.
  8. I have put the following code in a script which is executed by a player entering an areatrigger. // Lock the server. if (isServer) then { hint "We are the server."; _canLock = serverCommandAvailable "#lock"; if(_canLock) then { hint "We can lock."; serverCommand "#lock"; }; }; I get the hint "We can lock.", but the lock isn't actually achieved if someone is viewing the server from the server list (even after waiting and refreshing over an interval of time.)
  9. Hey IT07, thanks for your reply! I was hoping to avoid a solution like that, as this exists (https://community.bistudio.com/wiki/serverCommand), has no one had experience or a need to use this?
  10. Hey everyone, This was a post intended for the A3 section but it appears I cannot post there for some reason. I was looking for a way to lock the server while a mission is in play WITHOUT doing it via manual admin commands. I came across (http://forums.bistudio.com/showthread.php?114773-How-to-prevent-JIP) in my search, however nothing of any real use to me was present. I was thinking of something in init.sqf, like this: if (isServer) then { serverCommand "#lock"; }; However this doesn't work as the command requires being logged in and I do not believe that can be done in a non-dedicated environment anyway. As I am running this in a non-dedicated environment, and I would like a solution that would prevent players from joining the lobby (if possible). I know how to code a solution that blacks out a JIP client but that is not very ideal for my game type. Thanks!
  11. h0rs

    How do cost tables work?

    I'm lost with this myself. I read the wiki and it isn't really all that clear. The export function seems broken, won't get parsed by excel or openoffice.
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