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whiztler

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Everything posted by whiztler

  1. whiztler

    [MP CO15 Campaign] Wolfpack Vol. 1

    Updated to v1.66. See OP for more info and download links. Mission Balancer As off version 1.66, the missions make use of a mission balancer that spawns AO’s based on the number of populated player slots. Less players means less enemies. The recommended minimum number of players is 4. In the archive you’ll find a 'Wolfpack_readMe.pdf' document with mission information, client/server information, training information, etc. Version 1.66 Fixed: Mission Objective Test Scripts (mots.sqf) timings fixed Added: Mission Balancer. Less players = less enemies and .v.v. Can be configured in mission params Updated: Language, typos. Updated: Applied ADF 2.04 framework.
  2. whiztler

    [MP CO15 Campaign] Wolfpack Vol. 2

    Updated to v1.66. See OP for more info and download links. Mission Balancer As off version 1.66, the missions make use of a mission balancer that spawns AO’s based on the number of populated player slots. Less players means less enemies. The recommended minimum number of players is 4. In the archive you’ll find a 'Wolfpack_readMe.pdf' document with mission information, client/server information, training information, etc. Version 1.66 Fixed: Mission Objective Test Scripts (mots.sqf) timings fixed Added: Mission Balancer. Less players = less enemies and .v.v. Can be configured in mission params Updated: Language, typos. Updated: Applied ADF 2.04 framework.
  3. Well if you did not copy this from somewhere else then you know how to script and should be able to turn this into a per second cycle easily. Few notes though: Script could do with some optimizing. Note that 'reveal' on each frame and even every second is quite expensive. No sure why you are declaring variables at the beginning of the script as they are not used elsewhere What is 'AIside'? Not declared anywhere unless it is a new BIS function I am un aware off
  4. Perhaps I am not completely getting your intention, but my suggestion would be to include most of the balancing actions into the actual load balancing script. That way you can execute the code by letting the right client/HC call the function. This saves some network traffic by avoiding remoteExec. I have seen some scripts that offload to player clients. Though this sounds ideal, I advice against it as transferring load to players impacts the player performance. Did some tests a few years back. Perhaps nowadays things have improved. Bit I doubt it.
  5. It looks like you may be looking for a headless client load balancer. By means of round robin you can distribute the load across available HC's. This script might help: Round robin works best if you spawn your AI's on the server and let the server distribute the AI load across the HC's. Note that pre-positioned groups (e.g. a garrisoned group) will return to their formation position after ownership transfer. You can solve this by storing their directive (e.g. position, stance, behaviour, etc) and reapply it immediatly after transfer after. Waypoint information should be intact after transfer.
  6. whiztler

    [MP CO37 Campaign] Two Sierra

    Mission Balancer Since v1.05 the Two Sierra missions are balanced based on the number of players active. Few notes: Less players = less OpFor / more players = more OpFor Recommended min. players: 12 Tour 1 and 2 warmup missions have mission balancer running. Tour 3 has no mission balancer.
  7. Welcome back! Correct format is while { .... } do { .... }; Below should work [] spawn { while {fuelReduce} do { private _droneFuel = fuel drone1; drone1 setFuel (_droneFuel - 0.01); parseText format ["SOMETEXT HERE: %1", fuel drone1] remoteExec ["hintSilent"]; sleep 1; }; };
  8. it usually helps when people post their code...
  9. whiztler

    Helicopter takeoff action

    All clear. You can remove the addAction once the heli has been activated and re-add it after the player disembarks.
  10. whiztler

    Helicopter takeoff action

    first check if the player is inside the heli: https://community.bistudio.com/wiki/objectParent Add the action: https://community.bistudio.com/wiki/addAction. See the 'hideOnUse' param for repeatable usage. Not sure if you want this though. Might cause issues when players keep activating the action. You can keep the heli on the ground set setting the flyinheight to 0: https://community.bistudio.com/wiki/flyInHeight. I would keep the engine running while the heli is on the ground: https://community.bistudio.com/wiki/engineOn When the player selects the action then set the flyinheight to 100 and the heli will take off. If you don't want to work with waypoint but with move then you could use onMapSingleClick icm with the action script to direct the heli pilot to a position on the map.
  11. This search https://forums.bohemia.net/search/?q="destroyed building"&type=forums_topic&nodes=154&sortby=relevancy results in similar questions. There's no magic list that you can access. You'll need to index all the buildings, add a eventhandler that tracks damage (what, by who) for each building.
  12. Sounds like an excellent project to learn SQF scripting. Study the ARMA 2 code, read the pinned tutorials, and you'll find that it is not all that hard to put together your own Medevac scripts. You can always post questions (and code) here, lots of fooks are eager to help with your code.
  13. Perhaps the 'MODELLING' section of the forum is better suited for your question: https://forums.bohemia.net/forums/forum/165-arma-3-modelling-o2/
  14. Another issue (is/was) that when a group is militarized/garrisoned at various building positions, the units leave their building position and revert back to the default group formation when the ownership of a group changes. You can overcome this by storing the units position (setVariable) and the reapply the position after the ownership of the unit/group changes.
  15. whiztler

    [MP CO37 Campaign] Two Sierra

    UPDATED to V. 1.05 Both the Two Sierra website and Github repo are NO LONGER maintained. Please use this BIS Forum thread or Armaholic as your source for updates and information. From Armaholic or the BIS Forum threads you can download the zipfile which contains a '2sierra_readme.pdf' document with mission information, client/server information, training information, etc., media files and briefing files. 1.05 is a major update. All missions have been updated. Changes: fixed: various script issues. fixed: rpt spamming of various functions added: mission balancer: less players = less opfor and v.v. added: 2 additional jip slots (instead of 3 hc slots now only 1 hc slot). updated: mission objective test scripts (mots.sqf) updated: ai skill is controlled by asr-ai/vcomai/bcombat if enabled updated: mission files updated in line with 3den. updated: code base. completely re-written in line with arma 3 1.82. updated: multiplayer optimization. updated: applied ADF 2.03 framework.
  16. Been racking my brain how to get the 'allowFleeing' (0 - 1) number from a group. Been messing around with the 'courage' skill from a leader to see if that matches up, but it does not. Anyone tried a solution before? Dev's we need a 'allowFleeing' getter! (getAllowFleeing)
  17. whiztler

    getter for allowFleeing

    I can always count on @Grumpy Old Man for some thorough testing . I came to the same conclusions with my previous test. From my testing I would say there are quite a lot of factors the determine the fleeing behavior. Hope to see a getter engine function in the (near) future
  18. whiztler

    getter for allowFleeing

    According to https://community.bistudio.com/wiki/allowFleeing: Sets the cowardice level (the lack of courage or bravery) of a group or unit. The more cowardice a Group or Object has, the sooner it will start fleeing. 0 means maximum courage, while 1 means always fleeing. This to me means that the number could be between 0 and 1. Like setDamage. Correct me if I am wrong please.
  19. whiztler

    getter for allowFleeing

    That just returns bool. I need it to return the number.
  20. It could work. But the example code is only to move AI's in the planes. It does not move players. For players: if (isServer) then { { if (isPlayer _x && (side _x == west)) then { switch (group _x) do { case alpha; case bravo: {_plane = plane1;}; case charlie; case delta; default {_plane = plane2;}; }; while {!(_x in _plane)} do { _x moveInCargo _plane; }; sleep .1; }; } forEach playableUnits; }; I still think that moving players into vehicles should be carried out on the player client and not by the server.
  21. The sites module is an simple all-in-one shop thing. You either use it as it comes with all the bell and whistles or you put together your own garrison/militarize setup. Search for garrison script and start from there.
  22. 1. cache distance from players 2. target FPS (-1 for Auto) 3. debug (true/false) 4. car cache distance 5. aircraft cache distance 6. boat cache distance
  23. whiztler

    [MP CO15 Campaign] Wolfpack Vol. 1

    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.1 v1.65 – via mega.nz: https://mega.nz/#!0QpXzSBK!0-yYR7cjZGwTGVQuRUrUVtl3r__goEUZQxtrL4Zrm2E 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.
  24. whiztler

    [MP CO15 Campaign] Wolfpack Vol. 2

    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.
  25. whiztler

    [MP CO37 Campaign] Two Sierra

    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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