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fernandolvferreira

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Everything posted by fernandolvferreira

  1. fernandolvferreira

    Helicopter will not land and load troops in multiplayer

    I'm not sure if the conditions will make any difference since the helos wont even land, but I'll give it a shot. This is how it's currently set up Edit: Sorry, I sent you the Arma 2 Version of the mission's screenshot... I got so curious about this problem I had to try it in Arma 2. Oddly enough, it displayed the exact same problem, so I guess it's not a bug, but some very specific detail we're overlooking...
  2. fernandolvferreira

    Helicopter will not land and load troops in multiplayer

    Some guys in the other forum tried to recreate and test this mission by themselves... They got the same results: SP works flawlessly, while in MP only the HOST's team gets picked up by the helo, regardless of which team the host is (If host is in ALPHA, only ALPHA helo will land. If host is in BRAVO, only BRAVO helo will land). When the mission is executed in a dedicated server, all groups got ignored by the choppers. So far, it seems joined clients are not being "seen" by their choppers, apparently, since the helos are owned by the server, they wont land to allow client owned units to hop in... We tried placing a Functions module to activate Multiplayer framework, and got the same result. I tried using "setOwner" command on the helos to make them belong to the client machine of the boarding team, and still got the same result. On the weird side: While the heli was hovering, if the leader disconnected before reaching the team's "Get In" waypoint, the heli then landed and the team boarded. The team at that point belonged to the server, it no longer belonged to the client machine. Definitely a locality issue... Still not sure how to fix it though...
  3. fernandolvferreira

    [Multiplayer] Insertion Helicopter will not land

    I was thinking... WHAT IF instead of having two UH60s placed in the editor, each Team leader spawn their own UH-60? Would that make the helo local to the team leader?
  4. fernandolvferreira

    [Multiplayer] Insertion Helicopter will not land

    While I can't say I'm enjoying your frustration, I'm happy to see I'm not being a complete idiot for not understanding what is happening.
  5. fernandolvferreira

    [Multiplayer] Insertion Helicopter will not land

    I'm not really sure if I'm making myself clear, so I'll explain again (sorry, I'm not a native english speaker). When I test SP, everything works flawlessly When I test MP, things get weird: If I (host) am in the ALPHA team, my helo (HELI1) will work fine, but BRAVO team gets ignored by theirs (HELI2), but if I am in the BRAVO team, my helo (HELI2) will work flawlessly, while ALPHA team gets ignored by theirs (HELI1). The thing will hover above their heads for something like 20 seconds, then it'll go away about its own business, it looks like it is waiting for something, then it gives up and move on, or maybe it gets a false confirmation that the team embarked (even though it never landed to allow them to)...
  6. fernandolvferreira

    [Multiplayer] Insertion Helicopter will not land

    Yep. I'm sure... The helo on the left is grouped with another trigger that plays music... Could that be the issue?
  7. fernandolvferreira

    [Multiplayer] Insertion Helicopter will not land

    Q: Are the triggers or waypoints using "On Act." code with "UnitReady" command? or is the "Player" variable involved? A: There's nothing in the "On Act" Field of the triggers. I just used them to hold the choppers on their first WP so they don't head to the assembly area prematurely. I don't think there's any variable involved since there's no scripting in this transport, only simple waypoints. My logic: I was not sure about the triggers being the problem, since both triggers worked (or so I thought), otherwise the choppers wouldn't come to the heliports at all. Am I thinking logically about it? This is how the trigger is set: Would the " this && isServer " work in a Dedicated server?
  8. fernandolvferreira

    [Multiplayer] Insertion Helicopter will not land

    BLUFOR PRESENT. No other conditions other than "this"
  9. fernandolvferreira

    [Multiplayer] Insertion Helicopter will not land

    No... The infantry teams are divided in two distinct groups; ALPHA and BRAVO. The two choppers are also divided in two distinct groups; HELI1 and HELI2 (both units created directly from [BLUFOR -> US ARMY -> AIR -> UH-60]. Each helicopter and infantry team has its own waypoints configured in the following fashion. HELI1 has waypoints to pickup ALPHA team HELI2 has waypoints to pickup BRAVO team Whenever I test the mission in the editor SP preview, both helicopters land, pick up the troops and move on. But when I host the mission in MP, the team I am in is the only one picked up by the chopper (whether I am ALPHA (HELI1) or BRAVO (HELI2), while the other team gets ignored by their respective helicopters.
  10. fernandolvferreira

    Changing gear script (multiplayer)

    Just so you guys know how I fixed the locality issue: I created a unit name "AItrigger" far away I created a trigger (BLUFOR present), ON ACT: "AItrigger setDamage 1;" I created a trigger (!alive AItrigger), ON ACT it calls all of the scripts It's not a very elegant solution, but it solved the problem in time for the mission. Thank you guys, very much, I'll definitely apply your solutions in the missions to come! =)
  11. Hello, I'm developing an airborne mission for my group, basically the guys (Two fire-team consisting of four members each, named A1, A2, A3, A4, B1, B2, B3, B4) spawn in an C-130 and parachute into the A.O. The problem is, I need them to have their backpacks when they land, so they have enough ammo and equipment to complete the mission, so I came up with this Idea, a trigger executing a script for each unit, the script will wait until they land and then add backpacks and equipment into it. The C-130 will enter the trigger area with the team onboard. These are the trigger's specs: ACTIVATION: BLUFOR ACTIVATION TYPE: PRESENT CONDITION: this && isServer ON ACT: para1 = [] execvm "scripts\backpack\A1.sqf"; para2 = [] execvm "scripts\backpack\A2.sqf"; para3 = [] execvm "scripts\backpack\A3.sqf"; para4 = [] execvm "scripts\backpack\A4.sqf"; para5 = [] execvm "scripts\backpack\B1.sqf"; para6 = [] execvm "scripts\backpack\B2.sqf"; para7 = [] execvm "scripts\backpack\B3.sqf"; para8 = [] execvm "scripts\backpack\B4.sqf"; Now this is the A1.sqf script: I tested it and it worked great, except when I tested it in a multiplayer server (I hosted it locally), I got in as unit A1. When I landed, the script worked and the parachute got replaced by the backpack and the defined contents, however it didn't work for the other player, their parachutes didn't get replaced by the intended backpacks, At first I thought I could've screwed the script for their units, so I restarted the mission and got in as another unit (A2), as some of you guys may imagine, I got my backpack just fine, but the other players didn't, not even the unit I just tested (A1). I tested all the other units and it worked great when I was playing as them, but no one else got their backpacks. As you guys probably know, I think I fucked up the locality of the script execution, not sure how, could any of you guys enlighten me as how to make this thing work? We usually use conventional hosting (through the game Multiplayer menu) and Dedicated hosting, so it would need to be something that works for both. Thanks in advance!
  12. Hey guys! How are you doing? Well, I've been working on this mission for another group and I'm trying to make something really different out of it... Well, basically the mission starts with BLUFOR (conventional infantry) performing a ground assault on OPFOR, the missions is a COOP. The guy asking for the mission asked me to create a respawn, but the thing is, I'm not a big fan of respawns, so I don't use them on my group missions, therefore, I don't understand nothing about them. What I want to do basically is: #1) Respawn will be available only after OBJETIVE A has been taken by BLUFOR #2) Players respawning will respawn as a different unit (paratrooper) freefalling in a predetermined area I have no idea where to start from, actually I don't even know it this is possible. To make things easier, my #1 objective is not a priority, as long as #2 is possible. Thanks in advance!
  13. fernandolvferreira

    Respawning as a different unit

    Damn... I just realized I posted this in the wrong session... I'm scripting this mission for A2, not A3, do anyone know how can I move this topic to Arma 2 session? Thanks for the help, terox, but since it's an Arma 2 mission, I can't change the uniform and equipment because they're not modular like Arma 3, they're using the @i44 mod, so Rangers (common infantry) and 101st Airbornes (paratroopers) are different units under BLUFOR, I can't just spawn a Ranger with a parachute, but thanks anyway! =)
  14. fernandolvferreira

    Changing gear script (multiplayer)

    Thanks all of you guys! You've been of great help!
  15. fernandolvferreira

    Changing gear script (multiplayer)

    Thanks for the link. MKD3. It's very helpful and clarified a lot of things to me. I got the script to work, not in a very elegant way I must confess... I placed a trigger in the jumping zone, on act the trigger would "set damage 1" to a civilian unit named "civtrigger" I placed another trigger with the condition "!alive civtrigger", on act it would call the scripts... It worked, although I don't feel very good about such lousy solution... Is there a way to for a specific unit to run a script? Something like ([A1] execvm "scripts\backpack\A1.sqf";) Thanks for the help!
  16. fernandolvferreira

    Changing gear script (multiplayer)

    I was also going to ask you about your sugestion. The thing is, putting all the eight gear scripts in the same file, may generate some problems, like, lets say I write all of the scripts inside of this file initplayerlocal.sqf in the specific order, A1, A2, A3, A4, B1, B2, B3 and B4. So what would happen if A4 decides he won't jump? Would Bravo team still get their gear when they land? Because I imagine the script would be on hold on the "waitUntil" for unit A4, since he didn't land. Second question, wouldn't this script run in the order I wrote it instead of the order units land? Lets say the entire Bravo team lands, but they won't get their gear, because of the lazy A1 who still didn't make to the ground. I need the units to get their gear independently of what happens to the other units, and I need it to happen the instant they hit the ground, would your suggestion accomplish that? Thanks in advance!
  17. fernandolvferreira

    Changing gear script (multiplayer)

    I'm not really sure how to do this... Actually, I'm not really sure I understood what you meant... Could you please give an example?
  18. Hello, I started having a problem with my dedicated server a couple of weeks ago. The problem is, after 5 - 10 minutes, the dedicated server (arma2oaserver.exe) stops responding and crashes, I tried disabling all of the mods, tried changing the order in which they are activated, tried removing some of them, tried verifying the integrity of the game cache, tried changing memory allocator, but I kept getting the crashes. Oddly enough, I can host a server effortlessly through the normal game's "Host a New Server" These are the mods I currently use: @CBA @CBA_A2 @CBA_OA @CBA_CO @JayArmA2Lib @ACE @ACEX @ACEX_RU @ACEX_USNavy @fallujah @ACRE Tried searching BIStudio's forum aswell as ArmaHolic, but I couldn't find anything related to this problem... Tried some fixes for similar problems, but nothing that could help me so far... You can see the Server's RPT FILE in here
  19. fernandolvferreira

    Task Force Arrowhead Radio

    Hi, I have a question. A friend of mine tried to install TFAR in A2CO, despite his TS3's status showing "CONNECTED: Y and PLAYING: Y" his radios won't work. Everybody can hear him through TS and he can hear everybody, we tried reinstall it, clean reinstall it, but no solution so far. Anybody had this problem and achieved a solution? Thanks
  20. fernandolvferreira

    Launcher not working "Corrupted Configuration"

    Thanks for the help! I located both of the files, but I'm not sure how to rename it's extension. I opened both in notepad, both are names "machine.config", but one is type "COMMENTS" wich I believe is the one corrupted and the other is type "DEFAULT". I renamed the "COMMENTS" one to "machine_old.config", then I copied the DEFAULT one and tried to save it as "machine.config", but it is still listed as "DEFAULT" type. Is that right?
  21. Hello, everybody. I'm new to A2 scripting so I've ended up pretty much above my head in this one. I'm trying to develop a mission for my squad where once the group is inside a determined area, takistani militia (basic AK-74 militia) starts to spawn some 250 meters away around the BLUFOR group and go for it... Here are my problems: First: Determine the "WHILE LOOP" parameter for when the BLUFOR GROUP actively enters a predefined area (trigger or marker) Second: Define the center area of the group (Three fireteams) Third: Find the fire-team's group names Fourth: define de enemy's spawn point randomic pattern around a 250 meter perimeter of the Group's center After realizing I wouldn't be able to figure it out all by myself, I gave up of this elaborate idea and satisfied myself with a simpler thing, A timed spawn point that would spawn 1 enemy per minute until the UnitCount reaches 500 and then would assign them a waypoint straight to the Player position, but I still couldn't make it work. Here is what I've done so far... Shamefully: _unitCount = 0; while {_unitCount < 500} do { _unitCount = _unitCount + 1; _PlayerPosSpawn = [getPos "lucchesi" select 0),(getPos "_Alpha" select 0)]; hint format ["%1 %2", _unitCount, _PlayerPosSpawn]; _groupRAND = CreateGroup EAST; _REFRAND = _groupRAND createUnit ["TK_INS_Soldier_EP1", [(getMarkerPos "_PlayerPosSpawn" select 0),(getMarkerPos "_PlayerPosSpawn" select 1),0], [], 250, "CANCOLLIDE"]; _mgrand = _groupRAND addwaypoint [getMarkerPos "_PlayerPosSpawn",0 ]; _mgrand setWaypointType "MOVE" ; _mgrand setWaypointCombatMode "RED"; _mgrand setWaypointBehaviour "AWARE"; _mgrand setWaypointSpeed "FULL"; sleep 60; } It itsn't working at all... "lucchesi" is the player name. I would be very grateful if you guys could help me with my first design , but I would still be happy if you could help me with my second option. Thank you for the help!
  22. fernandolvferreira

    Following Enemy's Spawn Point

    Unfortunately I ran into a series of problems, first one being the failure for the script to create the trigger, it simply didn't create it, so I tried creating two triggers manually through the editor, one for activation and the other for deactivation, both being "ONCE" activation type, since everytime EACH unit walks into the trigger it generates new enemies, so if 8 players walked into it, it would turn the mission into a blood bath. I coudn't link the trigger to the group, because I have three different groups in this mission and any of them must be able to activate the trigger. ---------- Post added at 20:00 ---------- Previous post was at 19:56 ---------- Thanks, I was using everything I could to "debug" errors, you can see in the final script I set the marker to DOT: _marker = createMarker ["Marker1",[_PlayerPosSpawn select 0,_PlayerPosSpawn select 1]]; [b]_marker setMarkerType "DOT";[/b] I did it because I needed to know if it was actually marking the group's leader position and if it was being updated. The hints about leader's pos and _unitcount helped me alot too, I tried setting everything visible since I'm not very familiar with .RPT files and scripting. I'll keep it in mind for the future. Thanks for the tips! ---------- Post added at 20:01 ---------- Previous post was at 20:00 ---------- Thanks! I'll try it out. How would it present me the errors?
  23. fernandolvferreira

    Following Enemy's Spawn Point

    Would that be it? _triggerScript = createTrigger ["EmptyDetector", GetMarkerPos MRK_HEAT]; _triggerScript setTriggerArea [450, 450, 0, false]; _triggerScript setTriggerActivation ["WEST", "PRESENT", true]; _triggerScript setTriggerStatements [ "this", "scriptHandler = execVM 'reinforcements.sqf'", "terminate scriptHandler" ]; Thanks!
  24. fernandolvferreira

    Following Enemy's Spawn Point

    Thank you very much for your help, Schatten. I was able to make it work. This is how I did it in case anyone need it in the future: _PlayerPosSpawn = [getPos lucchesi select 0,getPos lucchesi select 1]; _GPREF1 = CreateGroup EAST; _GPREF1 createUnit ["TK_INS_Soldier_EP1", [(getMarkerPos _marker select 0),(getMarkerPos _marker select 1),0], [], 200, "CANCOLLIDE"]; _unitCount = 0; _marker = createMarker ["Marker1",[_PlayerPosSpawn select 0,_PlayerPosSpawn select 1]]; _marker setMarkerType "DOT"; _SideHQ = createCenter east; _mg1 = _GPREF1 addWaypoint [getMarkerPos _marker,0 ]; _mg1 setWaypointType "MOVE" ; _mg1 setWaypointCombatMode "RED"; _mg1 setWaypointBehaviour "AWARE"; _mg1 setWaypointSpeed "FULL"; _mg1 setWaypointPosition [getMarkerPos _marker,0 ]; while {_unitCount < 500} do { _mg1 setWaypointPosition [getMarkerPos _marker,0 ]; _unitCount = _unitCount + 1; hint format ["%1 %2", _unitCount, _PlayerPosSpawn]; _marker setMarkerPos getpos lucchesi; _GPREF1 createUnit ["TK_INS_Soldier_EP1", [(getMarkerPos _marker select 0),(getMarkerPos _marker select 1),0], [], 200, "CANCOLLIDE"]; sleep 60; }; Notes: One thing I realized was that I ABSOLUTELY NEEDED the waypoint's position to be updated whenever a new enemy spawned, but the already spawned ones also needed to get this information, so I spawned an enemy BEFORE the loop, so the group could be considered "ACTIVE". I also created the waypoint for it before the loop, so the only thing I needed to do about it in the loop was to reset it's position. I basically did the same thing with the _marker. One thing I read about in the forum was that the enemies wouldn't spawn if there wasn't a OPFOR CENTER created, I tried to create it in the script, but it apparently didn't work, and even if it did, apparently the spawned enemies won't engage you if you don't create at least one OPFOR via the editor, so I kept the OPFOR CENTER creation via script, but also placed an opfor way isolated in the map with a 0% probability. The waypoint was fully configurated before the loop, since I didn't want have to delete and recreate it in the loop every time, also because it would also interfere with FPS problems. The while-loop was kept pretty clean: If _enemycount is < than 500: UPDATE THE WAYPOINT POSITION (PLAYER POSITION) ADD 1 to the _playercount UPDATE THE MARKER POSITION (PLAYER POSITION) SPAWN ENEMY (200 meters radius) WAIT 60 seconds and go again. Thank you! ---------- Post added at 22:56 ---------- Previous post was at 22:08 ---------- Schatten, after I finnished what I thought to be the hardest part of my mission, I came face to face with your version of function to detect whether is object within marker and now I realized how much of a brain dead I am... (http://forums.bistudio.com/showthread.php?185780-Detects-whether-is-position-within-marker-area&p=2871652&viewfull=1#post2871652) Could you please enlight me of how could I apply it in my mission, lets say I have a marker called MRK_HEAT. I want my script to be activated whenever a BLUFOR entered within MRK_HEAT's area, but I also wanted it to be disabled once the area was cleared of BLUFOR, how would I do it?
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