Jump to content

somners

Member
  • Content Count

    44
  • Joined

  • Last visited

  • Medals

Everything posted by somners

  1. [COOP-25] Random Deploy Defend v1.4 by: somners [3rdSFG] Description ================================================== ====================== Random Deploy Defend is a coop mission for up to 25 players. It is designed for replayability through randomization. At the beginning of the mission, a random base is selected from the island of Stratis. There are a total of 10 waves the players will need to survive to win the mission. To prevent failing, you must have at least one living player in the defense zone. It is very hard. Every time you get a kill, it adds to your killstreak points. You can purchase items from a virtual store with these points. The items your purchase will be para-dropped to your teams location. You can buy more ammunition, medical supplies, static weapons, more fortifications to place, and other useful items. The enemy will use both infantry teams, airborne teams, and air assault teams to attack your defense point. (there are no armed fixed wing or rotary aircraft and I have no intention of adding them really). In rare cases, an armed technical will attack the defenders. Features: ================================================== ====================== - Scaling difficulty (the more players, the harder it gets; the fewer hte players, the easier it gets) - Player roles +Platoon Leader +Squad Leader +Platoon Medic +Team Leader +Rifleman +Designated Marksman +Autorifleman +Rifleman (AT) - Custom Store - Revive Script +Farooq's revive, need medikit for use. (platoon medics spawn with medikits) - Random base location - Enemies will come from random directions and via random means of transportation - Designed for MP, Very clean scripting, high performance - Several difficulty parameters available in the role selection screen Download ================================================== ====================== Click Here for Download - Via dl.somners.net Changelog ================================================== ====================== v1.4 ============================ * Changes how rounds work, rounds are based on time, not number of enemies * Change: JIP players no longer have to wait for the next round to start to enter the battlefield (however backing out to the lobby, then re-entering the game will not allow you in it checks player PID's) * fixes a chance that static weapons will get destroyed when * Changes landing zones, (will now land at any helipad, not just named ones) creates more dynamic mission for easier porting to other maps. * Changes the way AI move towards the base (should now move more tactically) + Adds Truck Groups (Infantry will drive trucks and dismount) + Adds new items to the store + Adds medics get +1 points for revives + Adds ability to place placeable objects on top of structures etc (not just on the ground) + Adds ability to select defense base as mission parameter v1.3 ============================ - Initial Public Release
  2. somners

    ACRE2 Public Beta Release

    Thanks nou, you've been very patient and helpful with all these 111 posts in 24 hours :) i'll be throwing a few dollars at your patreon later.
  3. Hey, is there a way to get a users key binding for a specific action? Such as the Use Action Key? or open scoreboard key? I know htey are saved in the username.arma3Profile. I tried checking for corresponding values in profilenamespace, missionnamespace, and uinamespace. No Luck. Do these get stored anywhere that are accessible via script? ---------- Post added at 05:41 ---------- Previous post was at 05:13 ---------- RESOLVED: seems like it was really hard to find the answer to this... anyways for future searches: https://community.bistudio.com/wiki/actionKeys arma 2 names seem to mostly work in arma 3 as well: https://community.bistudio.com/wiki/ArmA_2:_CfgDefaultKeysMapping
  4. somners

    ACRE2 Public Beta Release

    http://pastebin.com/2hrwRV11 around line 1731 seems to be where the problems are happening
  5. somners

    ACRE2 Public Beta Release

    tried all three and the pipe still won't stay open.
  6. somners

    ACRE2 Public Beta Release

    Acre2 Installed userconfig folder moved to proper area arma running as admin ts plugin installed ts version 3.0.16 ts running as admin Server has: allowedLoadFileExtensions[] = {"ini","b64", ........... }; set up properly server and clients have Acre2 and CBA running. As you can see in the below log, acre just isn't connecting properly Acre Log: [15:36:52.60] * Logging engine initialized. [15:36:52.63] Opening game pipe... [15:36:52.63] Game pipe opening successful. [1172 & 1152] [15:36:52.68] Starting Keyboard Handler... [15:36:52.508] Client write connected [15:36:52.508] Client read connected [15:37:12.60] No send message for 10 seconds, disconnecting [15:37:59.275] * Logging engine initialized. [15:38:0.801] Opening game pipe... [15:38:0.801] Game pipe opening successful. [1416 & 1412] [15:38:0.805] Starting Keyboard Handler... [15:38:30.825] Engine Shutting Down [15:38:31.811] Engine Shutdown Complete [15:38:32.499] Opening game pipe... [15:38:32.499] Game pipe opening successful. [1264 & 1252] [15:38:32.504] Starting Keyboard Handler... [15:39:53.599] Client write connected [15:39:53.599] Client read connected [15:40:4.275] No send message for 10 seconds, disconnecting [15:40:4.276] Client disconnected [15:40:5.878] Client read connected [15:40:5.878] Client write connected [15:40:19.275] No send message for 10 seconds, disconnecting [15:40:19.276] Client disconnected [15:40:20.0] Client read connected [15:40:20.0] Client write connected [15:40:30.276] No send message for 10 seconds, disconnecting [15:40:30.277] Client write connected [15:40:30.277] Client disconnected [15:40:41.276] No send message for 10 seconds, disconnecting [15:40:41.277] Client write connected [15:40:41.278] Client read connected [15:40:52.276] No send message for 10 seconds, disconnecting [15:40:52.277] Client disconnected
  7. somners

    [PvP] Territory Domination

    UPDATE v1.2 on 8/21/2014 ============================ - Adds dynamic system (more than one area on the map the game can happen now) - Adds custom radio channels for team leaders only (pushes for better coordination) - Removes Global and Side chat as a part of the above feature - Adds several options to the parameters menu from role selection screen - Select Game Region - Select Point Limit - Fixes some scripting errors on start-up This is the update to a dynamically running mission. It is a system that utilizes a fairly simple configuration to generate gameplay. By default there are 3 configured Game Regions on the island of Stratis. With a minimal amount of scripting knowledge, more can be added. Through the param's menu you can either have it select a random region, or select a specific region for the game to run in.
  8. [PvP 60] Territory Domination v1.2 by: somners [3rdSFG] LOOKING FOR: - Videographers to film and upload some footage of the mission http://i.imgur.com/wOI2cbm.png (1940 kB) http://i.imgur.com/3LM1zUW.png (1759 kB) http://i.imgur.com/tGbfDRR.png (2337 kB) Description Territory Domination is a PvP Mission with several different sources of Inspiration, primarily: - Battlefield 3's Conquest MP Mode - Sa Matra's Wasteland This is a dynamically running mission. It is a system that utilizes a fairly simple configuration to generate gameplay. By default there are 3 configured Game Regions on the island of Stratis. With a minimal amount of scripting knowledge, more can be added. Through the param's menu you can either have it select a random region, or select a specific region for the game to run in. The goal of the Mission is to get your team to 100 points first (can be configured via the params menu to be more or less). You accrue points by having control of designated territories. This mission is (hopefully) more fun to play than many others of the sort (although there don't seem to be many) because the Area of Operation is all within reasonably small areas in Stratis. There are also only 3 objectives available for capture; this helps centralize the action to a concentrated locale to provide an engaging and never dull experience. The mission also boasts side objectives (which will be defended by AI). Completeing these side objectives will reward you with in-game currency. You will also receive in-game currency for other actions such as Capturing Bases, Defending Bases, Killing enemy AI, and killing enemy Players. You can use your in-game Currency in the Territory Domination Store. Which is equipped with Weapons, Magazines, Items, Vehicles, Helicopters, and More! WHAT YOU WILL NOT FIND IN THIS MISSION: - Fully Armored Tanks - Jet's (unless I can find a good way to balance it...) - .50 Caliber sniper rifles (No one shot kills when you get shot in the foot) This is an initial release, there may be a bug or two, but it seems pretty solid from what I can tell. I have a dedi server running this mission if anyone wants a live action test Features: - PvP and PvE action! - R3F Logistics! - R3F slingloading! - Player roles +Team Leader + Explosive Specialist + Combat Medic +Engineer - Revive Script +Farooq's revive, need medikit for use. (combat medics spawn with medikits) - Randomized Side Objectives! - Sleek UI - Capture bases - In-Game currency - Custom Gear Store implementation - Parachute Auto-Equip Script (for $500 in-game currency) - Designed for MP, Very clean scripting, high performance - More than one possible region of the map the mission can take place on Download Click Here for Download - Via armaholic.com Click Here for Download - Via dl.somners.net Changelog v1.2 ============================ - Adds dynamic system (more than one area on the map the game can happen now) - Adds custom radio channels for team leaders only (pushes for better coordination) - Removes Global and Side chat as a part of the above feature - Adds several options to the parameters menu from role selection screen - Select Game Region - Select Point Limit - Fixes some scripting errors on start-up v1.1 ============================ - Adds in-game currency - Adds in-game store - Adds new side mission "Disable Device" - Adds "Eject with Parachute" to helicopters for a fee of $500 in-game currency - Adds sound effects for some actions - Changes Scoreboard to a sleeker, easier to read, better looking - Change from checking player "sides" to "factions" as sides can become inconsistent due to platform design - Change capture bar to smaller and less intrusive - Change players can no longer spawn at captured bases if Enemy players are present - Fixes vehicle and helicopter repair points v1.0 ============================ - Initial Public Release Future Plans - Easier to customize - More side missions! (give me suggestions!) - port to altis with randomized possible locations - Remove global, side, and vehicle chat channels, add Squad Leader, and Pilot Chat channels
  9. ExtDB probably wouldn't be a very good option if you want persistence across all servers. you'll need something that is constantly polling the database if you want persistence across ALL servers. I don't think ExtDB is designed to optimally do this. You may want to develop your won data source solution.
  10. somners

    [PvP] Territory Domination

    Perfectly fine with me. I had the same mindset but there is a significant lack of publicly available and High quality missions of this sort. So I decided to fill the void. I've actually started working on some code changes that will make things like the store easier for a server admin to configure with custom items. PM me if you want a copy of the mission like that. Also, if you have any suggestions about what I could do to make customizing the mission easier, let me know. I'll update the OP with some future plans.
  11. somners

    [PvP] Territory Domination

    /v1.1 Released 8/15/2014 ============================ - Adds in-game currency - Adds in-game store - Adds new side mission "Disable Device" - Adds "Eject with Parachute" to helicopters for a fee of $500 in-game currency - Adds sound effects for some actions - Changes Scoreboard to a sleeker, easier to read, better looking - Change from checking player "sides" to "factions" as sides can become inconsistent due to platform design - Change capture bar to smaller and less intrusive - Change players can no longer spawn at captured bases if Enemy players are present - Fixes vehicle and helicopter repair points
  12. somners

    Admin Reserved Slots

    A different solution to this would be that with the zues module you can specify player GUID's that can access zues. That way would be the easiest. But, it won't reserve the slots on the server, so that no one else can join them, it would only limit who has access to zues... Depends on whether or not that is acceptable.
  13. I'll reccomend a mission I made, it scales in difficulty based on the amount of players playing, so its good for any number of players! http://forums.bistudio.com/showthread.php?181221-COOP-25-Random-Deploy-Defend-v1-3-by-the-3rd-SFG
  14. Yes, but as you have probably noticed you can select bases from the parameters menu at the role selection screen now. If you change names of the logics, make sure you change description.ext params class, and "functions/getBase.sqf" to match whatever you change them to.
  15. Thanks for the heads up, I had an error in the download script on my file server. the dl.somners.net link has been fixed. I'll notify the armaholic admins so they can fix their link there as well.
  16. somners

    [PvP] Territory Domination

    Just a bit of a teaser, but the next version will have a Store instead of "side mission rewards". Players will accrue money through, capturing bases, killing opponents, killing AI, completing side objectives, and possibly more! Here is the teaser image: http://i.imgur.com/oxVjujW.png?1 (1439 kB)
  17. I'm really kind of confused at the goal of tihs, do you think you could try explaining it in more detail?
  18. I looked into it and well, Cherno and the others are all Arma 2 ports so, they have issues. What it is is that i call function BIS_fnc_randomPos which looks for a config entry that doesn't exists in many of these Arma 2 ports. The version i'll be pushing tonight no longer uses this function, and will work on these other maps. ---------- Post added at 21:50 ---------- Previous post was at 21:39 ---------- Version 1.4 Released v1.4 ============================ * Changes how rounds work, rounds are based on time, not number of enemies * Change: JIP players no longer have to wait for the next round to start to enter the battlefield (however backing out to the lobby, then re-entering the game will not allow you in it checks player PID's) * fixes a chance that static weapons will get destroyed when * Changes landing zones, (will now land at any helipad, not just named ones) creates more dynamic mission for easier porting to other maps. * Changes the way AI move towards the base (should now move more tactically) + Adds Truck Groups (Infantry will drive trucks and dismount) + Adds new items to the store + Adds medics get +1 points for revives + Adds ability to place placeable objects on top of structures etc (not just on the ground) + Adds ability to select defense base as mission parameter
  19. I forgot to mention that you need to name them all like this: hp_1, hp_2, hp_3, hp_3 all the way until hp_48. So you will need 48 Helipads. I"ll probably make this more dynamic in the next version. Maybe i'll just go and start porting them to the other Islands as well. I"ll probably finish up the next version tonight. try to get it tested.
  20. Well I'm glad to hear that! First thing, You'll notice in the editor there are a lot of empty helipads placed down. These are the points that Helicopters will land for the Air Assault teams. without these, the Air Assault Teams won't work. Additionally, make sure that the Helipads are withing 500 meters of the center of the "Base Location" logics. The Airborne (parachute) teams should (although maybe i'm forgetting something) be able to work without any additional work done. I'll check up on some of this tomorrow to give definite answers if the helipad thing doesn't solve all the problems. On a secondary note, expect an update to this within the week. I switched it from "amounts of enemy" to timed rounds. It helps for those random cases when an AI gets lost, or just decides to run away and you have to wait 10 minutes for him to come back. I believe it also adds some store items and adds killstreak points for medics when they revive players.
  21. I updated the OP with a 15 minute video of some unedited gameplay. It showcase most of the features such as: the store, infantry assault teams, airborne teams, air assault teams, technicals, revive script, and all the fancy UI elements.
  22. somners

    How can i create server on VPS, sys: Linux

    Are you looking to install Arma 2 or Arma 3?
  23. Just came back here to reply with my solution and, you pretty much nailed the best option. canAdd isn't a great option because (even though I didn't try it) I need to know if its capable of holding objects, if its full that would return false. If it does work. I then tried using the supplyRadius config entry, but that doesn't work with vehicles. So, as you also suggested, the transportWeapons, transportMagazines, and transportBackpacks are the best options. Just check to make sure at least one is above zero. Below is a function that will do this for anyone interested. _className = _this select 0; _tb = getNumber (configFile >> "CfgVehicles" >> _className >> "transportmaxbackpacks"); _tm = getNumber (configFile >> "CfgVehicles" >> _className >> "transportmaxmagazines"); _tw = getNumber (configFile >> "CfgVehicles" >> _className >> "transportmaxweapons"); _return = if (_tb > 0 || _tm > 0 || _tw > 0) then {true;} else {false;}; _return
  24. Hi, so I would like to get nearby objects with nearestObjects. And then check each object to see if it has an inventory space. Such as an ammo crate or an offroad. Where things like H-Barriers and Buildings don't have inventories. Is there a way to check if an inventory exists within an object? There is clearly no scripting command to check, and i've been looking possible config values that would signify it an object with an inventory, but to no avail.
  25. what about crash logs, etc? got any?
×