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akvadakar

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Everything posted by akvadakar

  1. akvadakar

    Black bar at top of the screen

    Hmm it is weird that the screen is moved down a little each time I run the game. I have to set the resolution in the menu every time :-(
  2. The -Self heal for medics is bugged in MP - you get more -Self heal actions when you respawn. Also the supressive fire for AIs seems bugged in MP - the invisible target is not deleted so AIs keep firing forever - not sure about this though.
  3. Hey guys, I spawn soldiers (server side) and then order them to move (server side too!) but they are not moving! (they can shoot etc.) They spawn & move normally in LAN server. This is how I spawn soldiers: ; UNIT.SQS ; usel (number) - unit type selected in dialog by player - this script is local to player only usel= (_this select 0) publicvariable "usel" closedialog 1000 TitleCut["CLICK ON THE MAP TO CREATE UNIT", "PLAIN DOWN", 1] onMapSingleClick {[_pos] exec "unit1.sqs";True} exit ; UNIT1.SQS - again local to player only onMapSingleClick "" _p= _this select 0 ; helpu - position where player clicked helpu= "HeliHEmpty" createvehicle _p publicvariable "helpu" ~0.1 creating= true publicvariable "creating" ~0.2 server globalchat format ["%1 created", (infarray select usel)] TitleCut["CLICK ON THE MAP TO CREATE ANOTHER UNIT", "PLAIN DOWN", 1] onMapSingleClick {[_pos] exec "unit1.sqs";True} exit ; CHECKU.SQS - this script runs on all clients + server (launched from init.sqs) #s ? creating : goto "ss" ~0.1 goto "s" #ss ? local server : (infarray select usel) createunit [getpos helpu, group wdum, "[this] exec {unitx.sqs}", lvl, "COLONEL"] ~0.1 creating= false publicvariable "creating" ? local server : deletevehicle helpu ~0.1 goto "s" ; UNITX.SQS - for each spawned soldier - all clients + server _u= _this select 0 [_u] join grpnull exit This is how I am trying to make them move: ; MOVE.SQS - script is local to player ; msel - number for trigger radius - ; I created 4 triggers in editor with 10, 50, 200, 500 meters radius ; Triggers: 1 sec, Repeatedly, Countdown, Present West (AIs are West) msel= (_this select 0) publicvariable "msel" closedialog 1000 TitleCut["CLICK ON THE MAP TO SELECT UNITS", "PLAIN DOWN", 1] onMapSingleClick {[_pos] exec "move1.sqs";True} exit ; MOVE1.SQS - local to player onMapSingleClick "" ; these are names of the 4 triggers w10, w50 etc. _a= [w10, w50, w200, w500] _p= (_this select 0) _trig= _a select msel _trig setpos _p helpm1= "HeliHEmpty" createvehicle _p publicvariable "helpm1" ~1.1 server globalchat format ["%1 units chosen", count list _trig] TitleCut["CLICK ON THE MAP TO MOVE UNITS", "PLAIN DOWN", 1] onMapSingleClick {[_pos] exec "move2.sqs";True} exit ; CHECKM.SQS - runs on all clients + server - launched from init.sqs #s ? moving : [] exec "move3.sqs"; goto "ss" ~0.1 goto "s" #ss ~0.2 moving= false publicvariable "moving" ~0.2 goto "s" ; MOVE3.SQS - runs on all clients + server _a= [w10, w50, w200, w500] _t= _a select msel _t setpos getpos helpm1 #s ~1.2 "_x domove getpos helpm" foreach list _t ~0.2 ; I checked the "po" variable (number) in dedicated server by Alpha radio and it showed proper number of AIs in the trigger everytime. ? local server : deletevehicle helpm; deletevehicle helpm1; po= count list _t; publicvariable "po" exit Any ideas?
  4. Okay after a few depression states I probably managed to make it work. I changed the: _u= _this select 0 [_u] join grpnull to _u= _this select 0 ~0.5 ? local server : [_u] join grpnull in UNITX.SQS Thanks everybody for your replies :)
  5. Damn it here is the move2.sqs: onMapSingleClick "" _p= (_this select 0) helpm= "HeliHEmpty" createvehicle _p publicvariable "helpm" "wp" setmarkerpos _p ~1 moving= true publicvariable "moving" ~1.3 server globalchat "Units are on the way!" TitleCut["CLICK ON THE MAP TO SELECT ANOTHER UNITS", "PLAIN DOWN", 1] onMapSingleClick {[_pos] exec "move1.sqs";True} exit You get it right, kenoxite. I move the trigger in move1.sqs just to give the player info how many units he chose (server globalchat format ["%1 units chosen", count list _trig]). The changed MOVE3.SQS (my last post) shows that everything is in the right place from the server side perspective as it moves me to all 3 positions (trigger position, helpm & helpm1 position) properly + it shows the proper number of units in the trigger zone. Units are created in server, they are ordered to move in server but they do not move...
  6. I changed the move3.sqs to find any bug but everything worked properly. Dedicated server changed my position (zeus) to the right coordinates, "po" variable shows correct number when I use Alpha radio. I will add the possibility to spawn groups but I must solve the AIs movement firstly. ; MOVE3.SQS ? not local server : exit _a= [w10, w50, w200, w500] _t= _a select msel _t setpos getpos helpm1 zeus setpos getpos helpm1 ~3 zeus setpos getpos _t ~3 zeus setpos getpos helpm #s ~1.2 "_x domove getpos helpm" foreach list _t ~0.2 ; even when I delete the helpm & helpm1 there is no change. ;deletevehicle helpm ;deletevehicle helpm1 po= count list _t publicvariable "po" exit
  7. I used OnMapSingleClick to select AIs on the map - player can select & move AIs as he wants so giving names to AIs will not help AFAIK.
  8. akvadakar

    Multiple Respawn Point

    Yes, you can. https://community.bistudio.com/wiki/Description.ext#respawn You must create file called: "description.ext" in your mission folder (e.g.: C:\Program Files (x86)\Steam\steamapps\common\ARMA Cold War Assault\Users\Akvadakar\MPMissions\respawn test.intro) Then edit the file by notepad and add these 2 lines: respawn = "BASE"; respawnDelay = 3; Save & Exit - go to the OFP in-game editor - create markers called (name): respawn_west; respawn_west_1; respawn_west_2 etc. (if you play for west). Test it in multiplayer.
  9. akvadakar

    Black bar at top of the screen

    I feel like total imbecile. I thought I played with the resolution. (the fact that the whole screen was moved down a little confused me) Thanks STGN.
  10. akvadakar

    Dynamic

    No-addon version now includes Everon, Nogova, Malden and Kolgujev. Also all versions are updated to v1.51 - tweaked patrols respawn.
  11. akvadakar

    Builders

    Yeah, armor.sqs creates soldiers according to the player count (_n >= 5.1) but I am afraid that a player can kill the soldier right after the soldier spawns so it may (not sure) cause crash to desktop because I would by trying to MoveInDriver a unit which is dead. Hence I added "isnull (units _g1 select 5)" to make sure the unit exist. Maybe I am too paranoid :)
  12. akvadakar

    Builders

    The 23rd server uses WW4 Extended + some extra islands even though the MOD folder is called just ww4mod25 ;)
  13. akvadakar

    Dynamic

    Version 1.5 uploaded. Added custom dialog menu, random missions, scanning, convoys, more support vehicles, added tickets, reduced lag during units spawn and much more!
  14. Create a trigger in the home base activated by the side of a player. Condition: this and ob1 On Activation: ob2=true; "2" objStatus "DONE"; hint "Objective Complete
  15. Hey guys, a friend of mine has this weird bug: When I try to connect to 23rd WW4 server, one of two things happen: 1. If they're in game, I just sit at the "Wait for server" screen. Nothing happens. 2. If they're in the lobby, I get to "Creating Client" and freeze up. If I wait a minute, it returns to the main menu and comes up with "Connection Failed". Curiously, it completely lags out my game at this point. I'm using windows 7. I've disabled firewalls, tweaked configs, re-installed, scoured google, edited server ports, added port exceptions on my end... i'm out of ideas. Its annoying, as I can connect to every other server apart from the 23rd - the one I actually want to play on! We've got the same version running on the server - 1.99. I don't think it's a mod version issue - the one uploaded to the server is the one I uploaded, so they're exactly the same. -mod=@ww4mod25; its exactly what the server had. I've done all of the routine "simple" fixes. Could it be server-side? I can connect to literally any other server fine, and i'm pretty sure its not the mod as, again, its the exact same one that everyone else is using and nobody else is reporting any issues with it. I'll see if I can get a look into the server files; I can contact the server itself fine (no connection issues to the place its being hosted) and it seems to me that its the game that's booting me out as the "problem" depends on the state of the game in progress. (Of course, I have no idea what i'm talking about, so this might be totally wrong.) UPDATE: It isn't the mod - we just disabled it on the server, and the problem persists. It's gotta be something between my PC and the server; a network issue of some kind. All other players can play without any problem in the server. Anyone experienced/worked around this issue?
  16. That is some dark magic but it works - thanks a lot, kenoxite :) Just the line for onMapSingleClick should be: onMapSingleClick { if([_pos] call inForestCheck)then{ hint "The position is inside a forest!" } else { hint "The position is not in a forest" } };
  17. Hey, I know that e.g. DAC does not create waypoints for vehicles in a forest. Does anybody know how to get info that an object is in a forest / near trees ?
  18. Damn it, I have never used .sqf. Would be cool to have that in .sqs format :o. Can anyone please explain me this part? I have no idea what should I do :/ Nice provocation Ruebe :D
  19. Thanks a lot guys! I hope the deletion of the 2 textures in the dedicated server will solve it - so players can keep the faulty version :)
  20. Stryker crashes dedicated servers - http://forums.bistudio.com/showthread.php?131229-Fixing-bad-texture-aspect-ratio Does anybody know which textures from which .pbo should be removed?
  21. akvadakar

    Dune Mod for OFP/CWA

    The models are epic! I am looking forward to release :bounce3:
  22. akvadakar

    Dynamic

    Nice :) I am going to improve the mission when I will get more free time (1 month probably).
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