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Everything posted by whiztler
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Updated to v1.65. See OP for more info and download links. Note: Both the Wolfpack website and Github repo are NO LONGER maintained. Please use this thread, Steam or Armaholic as your source for updates and information. Wolfpack Vol.2 v1.65 – via mega.nz: https://mega.nz/#!dF5GnKAA!uwgsgLpYYpGC7JHRNDX-b8sbrfVbDO3RJo6_oIVPCsE Wolfpack AIO v1.65 - via mega.nz: https://mega.nz/#!pc53zTTZ!jOmwI7vaUA4loChejcMjgzpZrjYibbGMiJl___DiQEI In the archive you’ll find a 'Wolfpack_readMe.pdf' document with mission information, client/server information, training information, etc. 1.65 is a major update. All missions have been updated. Changes: Fixed: Various minor script issues. Fixed: Mission Objective Test Scripts (mots.sqf) fixed and updated. Fixed: Wolf loadout now correctly synchronized across the network. Added: Teleport flag pole at spawn location. Updated: Mission files updated in line with 3Den. Updated: Code base. Completely re-written in line with ARMA 1.80. Updated: Further multiplayer optimization. Updated: Mission balance in most missions. Updated: Applied ADF 2.02 framework.
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Thanks again buddy. Uploaded 1.02 hotfix on 2sierra.com and steam with uploaded Tour 1 & Tour 2 missions. Edit: Sorry fellas, for some reason scripts from 1.01 got mixed up with missions of 1.02. I have re-upped mission files for Tour 1 & 2. AIO is also updated: http://2sierra.com I am not bothering with Armaholic as it takes forever to get updated on Armaholic nowadays.
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Thanks for the report. Will be fixed in next release.
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Tour 3 released! Campaign updated to v.1.02. Changelog: Two Sierra v. 1.02 - Tour 3 released 4 new missions + warmup mission. - Fixed: Vehicle loadout. - Fixed: CAS support. Pilots now RTB as ordered. - Fixed: various bugs. Thanks for reporting! - Added: Additional debug and performance reporting. - Added: Additional command frago/information. - Updated: Patrol and Garrison functions. Increased rooftop placements - Updated: MOTS. Test script performance. - Updated: Warmup mission spawn occurance. - Updated: Mission balance on all missions. - Updated: ADF Framework 1.43 applied. - Updated: Briefings and Forum Media files - Updated: Two Sierra website: 2sierra.com Planned for next release (ADF 2.00): - Automatic Mission balancer: Opfor numbers based on joined players so that small group communites and play the missions as well - Automatic detection and application of RHC, CUP, HLC. When an addon is detected the mission will automatically apply loadout / vehicles for both players and AI's. Can be configured/overriden in mission params.
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Radar Fix - Changes Arma 3's default radar directions to alphabetical values
whiztler replied to Kingsley1997's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Why are you calling it a fix? You give the intention the vanilla radar hud is broken. Not getting this addon.... -
ZBE_Cache AI & Vehicle caching script/addon
whiztler replied to zorrobyte's topic in ARMA 3 - ADDONS & MODS: COMPLETE
use: XXXX setVariable ["zbe_cacheDisabled", true]; -
Headless Client doesen't want to init
whiztler replied to barbolani's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Mate with all respect, to drop a mission with tons of scripts in the mission root... Perhaps you could give some pointers on how the HC's init and how the HC's manage AI's? -
Helpme please with function
whiztler replied to davidoss's topic in ARMA 3 - MISSION EDITING & SCRIPTING
What is the desired end result? -
Arma3 Headless Client Guide
whiztler replied to mons00n's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You can run it client(HC0 side and then remoteExec or PVServer the results to the server. -
Arma3 Headless Client Guide
whiztler replied to mons00n's topic in ARMA 3 - MISSION EDITING & SCRIPTING
In your HC script you could populate an array with all slotted HC's: if (player in (entities "HeadlessClient_F")) then { HC_array pushBackUnique name player; }; Don't forget to init the array first -
Arma3 Headless Client Guide
whiztler replied to mons00n's topic in ARMA 3 - MISSION EDITING & SCRIPTING
if (count (entities "HeadlessClient_F") > 0) then { // HC is active }; -
Arma3 Headless Client Guide
whiztler replied to mons00n's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Try this: {alive _x} count (allPlayers - entities "HeadlessClient_F"); -
Script run from trigger is not checking IF conditions
whiztler replied to Dreadleif's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Do you have in the condition: this showSciptErrors enabled? Did you check the RPT log? Try some debugging, in the onActivation enter: hint "Trigger fired up"; That way you'll know if your trigger is working correctly. Then go through the script(s)... -
Make Ai stay inside Hooked car
whiztler replied to Unluckymonster's topic in ARMA 3 - MISSION EDITING & SCRIPTING
this enableSimulationGlobal false -
Arrays, and subtracting issues
whiztler replied to jcae2798's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Give this a try: {_cities = _cities - _x} forEach _exclusions; -
whats the diffance == or isEqualTo
whiztler replied to dr death jm's topic in ARMA 3 - MISSION EDITING & SCRIPTING
The BIKI explains is very well: https://community.bistudio.com/wiki/isEqualTo -
How do I check if some gear is taken?
whiztler replied to Wiki's topic in ARMA 3 - MISSION EDITING & SCRIPTING
ROFL. Honesty is bliss... -
Plane will not wait for units to get in
whiztler replied to calebfg2's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Alternatively, if you want the helicopter with its engine running while waiting, instead of this setFuel 0 you can use: this flyInHeight 0; When all units are onboard: this flyInHeight 100; // or whatever altitude in meters you wish. -
Stop Side changing ?
whiztler replied to 1para{god-father}'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
You're right KK. Updated my OP. Code could probably be more efficient but it should work now. -
ZBE_Cache AI & Vehicle caching script/addon
whiztler replied to zorrobyte's topic in ARMA 3 - ADDONS & MODS: COMPLETE
The group should keep their directives, but I never work with editor placed units, so you'll need to do a quick test yourself. -
New command createObject for decorative objects
whiztler replied to dr. hladik's topic in ARMA 3 - DEVELOPMENT BRANCH
Interested to see what the performance gain is re objects with enableSimulation(Global) set to false vs createObject -
player EnableSimulation false after player respawn
whiztler replied to =242= CPT. Helios's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Give hideObjectGlobal a try -
Custom Map Objects Lagging Server
whiztler replied to liveandletdie's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Are we talking hundreds of objects? You can disable simulation for each object. FInd: _object setPosATL _pos; and resplace with: _object setPosATL _pos; _object enableSimulationGlobal false; -
Stop Side changing ?
whiztler replied to 1para{god-father}'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
Top of my head, untested: initServer.sqf connPlayerArr = []; playersArr = []; initPlayerServer.sqf params ["_p", "_jip"]; private _pName = name _p; private _checkSide = [_pName, side _p]; if !(_pName in playersArr) then { // First time connection, lets add the player to the arrays playersArr pushBack _pName; connPlayerArr pushBack _checkSide; //hint format ["%1 is not in playersArr.\n\nAdded %1 to playersArr.\n\nAdded %2 to connPlayerArr.", _pName, _checkSide]; // debug } else { // Return player private _i = playersArr find _pName; // get the index private _side = connPlayerArr select _i select 1; //hint format ["%1 is a return player.\n\nplayerArr index: %2\n\nOld side: %3.\n\nNew side: %4", _pName, _i, _side, side _p]; // debug // Check if he switched sides if (side _p != _side) then { // Player switched sides. Code goes here.... } else { // Player did not switch sides. (format ["Welcome back %1", name _p]) remoteExec ["hint", _p, false]; }; }; -
Stop map object from taking damage.
whiztler replied to Jdownward's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Using static object ID's is not preferred (anymore). There is a dedicated command for map objects: https://community.bistudio.com/wiki/nearestTerrainObjects