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About schmoking

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  1. schmoking

    Vehicle Respawn Deserted Not Working

    i use iceman77 vehicle respawn script, and it works for this. you can set destroyed and deserted timer.
  2. after the 64bit update ive had a massive drop in playernumbers on my server. it went from atleast 500 players connected on a slow day, to 70-80 connected on a good day. i suspect the server doesnt show up in everyones server list. ive had feedback from 3 players, 2 players can see the server, one cant see it anymore. http://www.gametracker.com/server_info/ here is the gametracker link, go to historical data and click past 30 days. ive only been tracking the server for two weeks because i had a little break in hosting. but the numbers u see before the patch came out is the same as they wore on my previous server. within these two weeks the server made it to be ranked 227, the previous server made it to under 200. it is a deathmatch server server name: Schmokings server mission name: Gunship_Airport_Stratis direct connect adress: port:2302 so what a i ask is for people to help test if the server show up in you`re server list, and let me know the result? and if it doesnt show, is direct connect possible? also if you have any idea what could be causing this? it is a rented server located in germany, the ip of the server has not changed.
  3. that really clear things up, i appreciate everyone`s time... thank you!
  4. schmoking

    AddAction Issue

    this will give addaction to all seats of any aircraft make a repetable trigger with condition: vehicle player isKindOf "Air" and your code in activation field, i use it for an emergensy eject: ejectinit = player addAction ["<t color='#f80106'>EMERGENCY EJECT</t>", "Para\eject.sqf",[],9]; to remove it on exit make another repetable trigger with condition: vehicle player isKindOf "Land" in my activation field: player removeaction ejectinit;
  5. well... that was alot easier to figure out then i thought. this works great!! now i understand other scripts i use much better, and i have more use for this :) so far i only tested in editor, so i have a few questions: as i understand it systemchat is just for debugging and doesnt work for a dedicated server. i like the idea that players would get this message on server, so if i change systemchat to hint, would this hint only be visible to the player that placed the explosives or to everyone? i have a rearm script that runs every respawn, this is where i add this line. is it correct to add this on every respawn? player addEventHandler ["Fired",{_this spawn TAG_fnc_myExplosivesAutoDelete}]; im thinking about how long i would like the explosives to stay before deleting them, and im at 5, 10 or 15 minutes, i think id prefer 10 or 15. does the time affect any performanse? and if a player leaves does the explosives still delete? im also thinking about using the rearm script to give the players some mines at every spawn, would it affect performanse if alot of the players was to use these at the same time?
  6. the server ip is the same.. its never changed as long as ive been running it. its also a deathmatch server, so there is not that many servers in that category... it should be easy to find. the player numbers have been steady for the past 3 or 4 months, thats when it got popular.
  7. just when i thought i was done, here comes another puzzle... :) this looks interesting, i will try to figure it out. thank you!
  8. i think this is a bug related to the new patch. i havent tried this solution yet, but have a look here:
  9. i have a rented server and after the latest patch the amount of players have dropped alot. when i restart my server (usually once or twice a day) the amount of players that has been on the server is well over 500, on wekends even more. but after the new patch, it is around 70 to 80. here is the gametracker link for it, u can see the stats there: http://www.gametracker.com/server_info/ on historical data click past 30 days. is this happening for anyone else? could it be that the server doesnt show up for everyone in the server list? any ideas of what could cause this? i thougt it maybe just the players hadnt updated yet.... but its been few days now.
  10. well.. this looks pretty fancy to me :) this works, wich i found abit confusing as the wiki entry by Ceeeb said nearestObjects was unable to return nearby placed explosive charges or mines. however it gave quite a stutter when executed, redusing the radius reduced the stutter. _list = nearestObjects [[2284,5458], [], 4000] select {typeOf _x in ["APERSTripMine_Wire_Ammo", "Chemlight_blue"]}; then there is this piece of magic, this works also... but with no stutter at all, even at 4000 radius. i guess it works better because objects dont have to be sorted by distance? anyways i found that 1200 radius will do what i need it to. _list = []; {_list append ([2284,5458] nearObjects [_x, 1200])} forEach ["APERSTripMine_Wire_Ammo", "Chemlight_blue"]; Thank you for this!
  11. yep.. youre right, i messed that up :) wiki example: _list = [_xpos,_ypos] nearObjects ["House", 20]; when i do this it works: _list = [2284,5458] nearObjects ["APERSTripMine_Wire_Ammo", 4000]; {deleteVehicle _x} foreach _list; but this gives me the Error 3 elements provided, 2 expected _list = [2284,5458] nearObjects ["APERSTripMine_Wire_Ammo","Chemlight_blue", 4000]; {deleteVehicle _x} foreach _list; anyone got some fancy bracket magic or something that will let me name more objects to remove? i guess i could make a script for each object, but that cant be a good way to do it
  12. i did try a few combinations from the 3 examples, but im pretty much just guessing.. i want players to be able to use them, i just wanna clean the map of them every 35 minutes when time resets would that work so that every explosive placed would get its own timer for deleting? and could you give me an example of how that would look? _EHkilledIdx = player addEventHandler ["killed", {_this exec "playerKilled.sqs"}] would it be like this example? to execute a script when explosives are placed? or would the delete and sleep be done without a script?
  13. i should say im not very good at this. i looked at eventhandlers, but thats a whole new can of worms... would that delete them instantly when they are placed? i allready have two loops running on the server, every 3 minutes vehicles and stuff is cleaned and every 35 minutes it resets to morning again. i wanted to run explosives cleanup in the 35 min loop. since the loop is already there, running one more script from it wouldnt be an issue, would it? i found this on wiki from Ceeeb: In Arma 3, nearestObjects is partially broken and is unable to return nearby placed explosive charges or mines when searching by classnames. Use nearObjects, nearestObject or allMines instead. so i tried changing nearestObjects to nearObjects, only difrense i could see is nearObjects doesnt necessarily list closest object first... _list = nearObjects [(getMarkerPos "base"), ["ATMine_Range_Ammo","ATMine_Range_Ammo","APERSBoundingMine_Range_Ammo","SLAMDirectionalMine_Wire_Ammo","APERSTripMine_Wire_Ammo","ClaymoreDirectionalMine_Remote_Ammo","SatchelCharge_Remote_Ammo","DemoCharge_Remote_Ammo","IEDUrbanBig_Remote_Ammo","IEDLandBig_Remote_Ammo","IEDUrbanSmall_Remote_Ammo","IEDLandSmall_Remote_Ammo"], 4000]; {deleteVehicle _x} foreach _list; but that gave me this rpt errors:
  14. ive been trying to clean up all placed explosives and chemlights in a loop on my server, but i cant figure it out. this is what i am using to clean up the craters and it works great _list = nearestObjects [(getMarkerPos "base"), ["CraterLong"], 4000]; {deleteVehicle _x} foreach _list; but when i try the same with explosives and chemlights, it doesnt work _list = nearestObjects [(getMarkerPos "base"), ["Chemlight_green","Chemlight_red","Chemlight_yellow","Chemlight_blue","ATMine_Range_Mag","APERSMine_Range_Mag","APERSBoundingMine_Range_Mag","SLAMDirectionalMine_Wire_Mag","APERSTripMine_Wire_Mag","ClaymoreDirectionalMine_Remote_Mag","SatchelCharge_Remote_Mag","DemoCharge_Remote_Mag","IEDUrbanBig_Remote_Mag","IEDLandBig_Remote_Mag","IEDUrbanSmall_Remote_Mag","IEDLandSmall_Remote_Mag"], 4000]; {deleteVehicle _x} foreach _list; i have tried both with the mag and ammo names ATMine_Range_Mag ATMine_Range_Ammo APERSMine_Range_Mag APERSMine_Range_Ammo APERSBoundingMine_Range_Mag APERSBoundingMine_Range_Ammo SLAMDirectionalMine_Wire_Mag SLAMDirectionalMine_Wire_Ammo APERSTripMine_Wire_Mag APERSTripMine_Wire_Ammo ClaymoreDirectionalMine_Remote_Mag ClaymoreDirectionalMine_Remote_Ammo SatchelCharge_Remote_Mag SatchelCharge_Remote_Ammo DemoCharge_Remote_Mag DemoCharge_Remote_Ammo IEDUrbanBig_Remote_Mag IEDUrbanBig_Remote_Ammo IEDLandBig_Remote_Mag IEDLandBig_Remote_Ammo IEDUrbanSmall_Remote_Mag IEDUrbanSmall_Remote_Ammo IEDLandSmall_Remote_Mag IEDLandSmall_Remote_Ammo i was pretty sure this would do it, but no... anyone know whats wrong here? or if there is another way to do it? if not, is it possible to trigger them so they all blow up?
  15. schmoking

    Forced engine ON in heli

    Thank you sir! that worked great.