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commanderx

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Everything posted by commanderx

  1. Super, great to hear :) Thanks for your help! Much appreciated. ehm.... one more question. If ALiVE sets roadblocks, will they be always at the same position when reloading the mission? I would like to carry out an operation where small teams spy out enemy positions and then a day or two later (in real life) the main battle is fought out. This makes of course no sense if something like roadblocks are somewhere else on the map than before.
  2. commanderx

    Authentic Gameplay Modification

    Can I adjust somehow, for how long I´m hearing impaired after someone shot besides me? I think that the duration is far too short. For example, after someone fires a complete magazine from an MG it takes just a few seconds after I hear everything again. If you don´t have the earplugs in your ears nothing really bad happens.
  3. Okay, but killed units will be subtracted from the enemy forces? For example I have roundabout 40 Infantry and 2 tanks spawned in a town from ALiVE. I killed 12 infantry, destroyed both tanks and save the mission. After reloading the mission the 12 infantry and 2 tanks I killed/destroyed are again inside the mission or not?
  4. Hi again, I tested the save option combined with the Warroom. Great feature and it works but some things are not clear to me. I started the mission, took a car and drove with that around the map. Saved the mission, startet that mission again and the car was there where I left it. Then I took another car, drove to some enemies, left the car and killed some russians (RHS mod) and destroyed a russian APC. After I saved, I exited the mission and restarted it, no destroyed APC and no killed russians where there, where I shot them. But I found again the car where I left it. Also after I shot a tyre of a russian APC and saved/restarted the mission were no car when I got back to the point where I shot it. Not even in the near were any car. What was also saved are the tasks I created with C2iStar, that´s great. So what will be saved and what not?
  5. Well, I wouldn´t do that if I have tons of things to manage, but with just a few variables needed it´s a quick and easy solution. I use the FHQ Tasktracker to keep track of the tasks.
  6. To avoid all those nasyte multiplayer addaction local variable things in Arma I mostly do this with some variables that I declare public. in the init.sqf pickedupdocument = false; In the collect.sqf something like pickedupdocument = true; publicVariable "pickedupdocument"; And then a trigger who waits for pickedupdocoument == true; And in the trigger activation line the code you want to execute :-)
  7. Super, thanks for the fast and the furious help here :-)
  8. Thanks for advice :-) Can we have several missions running? How many missions are stored for one server/group at the same time?
  9. I have some questions regarding the database/persistent feature. What is the exact procedure from uploading a mission until finishing it? (Assuming database is connected and everything runs fine) - First uploading - Server starts before player join - player join - mission is played - Game is over for this night then? Do I have to load a different mission? Stop server or what? Can I leave the mission on the server running? If I load the mission two hours (or days) later, will the mission continue where we left it? What is saved? Will also the trigger, variable states etc. saved in the database? Can I edit the mission file before continuing, add trigger, add scripts, units etc.? Is there maybe a guide how that feature exactly works?
  10. commanderx

    UPSMON Updated to ArmaIII

    Would ne nice if there could be an array for "minimum distance for the next waypoint". Especially for cars it´s a bit annoying if they turn around (overdrive some soldiers in the meantime or destroying the car while turning) and turn around 10 meters away because next waypoint is reached.
  11. Hm... I´m wondering if it´s working as it should in Multiplayer or not? Several guys says yes but fabrizio always says "only singleplayer"? What is now correct?
  12. Super, thank you. I´m just unfamiliar with event handlers. But it´s more than a good start for me. I´ll give that a try :-)
  13. Hi, I would like to script a mission where BluFor units has to search for a specific item and bring it back to base. The item should be a normal map or something like that. How to achieve that I recognize that a BluFor unit has this specific map and not just any map? Any suggestions? Best regards Kai
  14. commanderx

    AI Spawn Script Pack

    Great! Works like a charm now :-) Thanks a lot!
  15. commanderx

    AI Spawn Script Pack

    I have the problem, that the helicopter is coming but no paratroops jump from him. He´s going to the correct spot, but nur paratroops. Any suggestions?
  16. Hey, thanks for the extensive example. Works fine but the problem is, that the players have to bring back the item to the base. So this is definitely an example I can use in the future, but not now.
  17. Thank you. That´s too bad but rather than installing a mod I will take something like a special backpack or so.
  18. Hm... when I try to export everything nothing happens. Nothing is inside the clipboard. I installed it as described, no mod is running.
  19. One more question to that. If I would like to find a road(segment) that is minimum 200m away from my point and maximum 250m I have to make two full searches, one with 200m radius and one with 250m radius and then subtract the results from each other, so that just these between 200 and 250 are left? Or I search for a segment and make _x distance _road and search as long as I found a segment that is at least 200m away? Any better and probably faster idea ho to achieve that?
  20. I solved this problem in another way. I created an sqf file back_home.sqf with the following in it. if(!hasInterface) exitWith {}; private "_distance"; //Darauf warten, dass waitUntil { hint "Aufgabe geschafft, begeben Sie sich in die Basis zurueck, damit eine neue Aufgabe erstellt wird.\n\nVorsicht, es koennen sich noch feindliche Einheiten in der Umgebung befinden"; sleep 10; _distance = player distance base_marker; if(_distance < 50) then {back_home = 1; publicVariable "back_home";}; back_home == 1; }; and it in the original sqf ist this back_home = 0; publicVariable "back_home"; [[[],"tasks\back_home.sqf"],"BIS_fnc_execVM"] call BIS_fnc_MP; waitUntil { sleep 10; back_home ==1; }; So every client is running this script on it´s own and there were no lags. Thanks to everyone helping me out and for getting ideas how to solve this problem.
  21. Hi, I have following code after resolving a mission. With this code I have big lags every 10 seconds always when the script runs. What ist the best way to make this lag free and what is causin the problem so that I can avoid it in the future? [color="#FF8040"][color="#191970"][b]waitUntil[/b][/color] [color="#8B3E2F"][b]{[/b][/color] [color="#191970"][b]sleep[/b][/color] [color="#FF0000"]10[/color][color="#8B3E2F"][b];[/b][/color] [color="#8B3E2F"][b][[/b][/color][color="#7A7A7A"]"Aufgabe geschafft, begeben Sie sich in die Basis zurueck, damit eine neue Aufgabe erstellt wird.\nVorsicht, es können sich noch feindliche Einheiten in der Umgebung befinden."[/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]"hint"[/color][color="#8B3E2F"][b],[/b][/color][color="#000000"]nil[/color][color="#8B3E2F"][b],[/b][/color][color="#000000"]true[/color][color="#8B3E2F"][b]][/b][/color] [color="#191970"][b]call[/b][/color] BIS_fnc_MP[color="#8B3E2F"][b];[/b][/color] [color="#8B3E2F"][b]{[/b][/color] [color="#191970"][b]if[/b][/color] [color="#8B3E2F"][b]([/b][/color][color="#8B3E2F"][b]([/b][/color][color="#191970"][b]side[/b][/color] [color="#000000"]_x[/color] [color="#8B3E2F"][b])[/b][/color] [color="#8B3E2F"][b]=[/b][/color][color="#8B3E2F"][b]=[/b][/color] [color="#000000"]west[/color] [color="#8B3E2F"][b]&[/b][/color][color="#8B3E2F"][b]&[/b][/color] [color="#191970"][b]isPlayer[/b][/color] [color="#000000"]_x[/color][color="#8B3E2F"][b])[/b][/color] [color="#191970"][b]then[/b][/color] [color="#8B3E2F"][b]{[/b][/color] [color="#1874CD"]_distance[/color] [color="#8B3E2F"][b]=[/b][/color] [color="#000000"]_x[/color] [color="#191970"][b]distance[/b][/color] [color="#1874CD"]_base_marker[/color][color="#8B3E2F"][b];[/b][/color] [color="#191970"][b]if[/b][/color][color="#8B3E2F"][b]([/b][/color][color="#1874CD"]_distance[/color] [color="#8B3E2F"][b]<[/b][/color] [color="#FF0000"]50[/color][color="#8B3E2F"][b])[/b][/color] [color="#191970"][b]then[/b][/color] [color="#8B3E2F"][b]{[/b][/color][color="#1874CD"]_exit1[/color] [color="#8B3E2F"][b]=[/b][/color] [color="#FF0000"]1[/color][color="#8B3E2F"][b];[/b][/color][color="#8B3E2F"][b]}[/b][/color][color="#8B3E2F"][b];[/b][/color] [color="#8B3E2F"][b]}[/b][/color][color="#8B3E2F"][b];[/b][/color] [color="#8B3E2F"][b]}[/b][/color] [color="#191970"][b]forEach[/b][/color] [color="#191970"][b]allUnits[/b][/color][color="#8B3E2F"][b];[/b][/color] [color="#1874CD"]_exit1[/color] [color="#8B3E2F"][b]=[/b][/color][color="#8B3E2F"][b]=[/b][/color] [color="#FF0000"]1[/color][color="#8B3E2F"][b];[/b][/color] [color="#8B3E2F"][b]}[/b][/color][color="#8B3E2F"][b];[/b][/color] [/color]
  22. commanderx

    CODI_ArtilleryComputer

    Hm, is that mod also for mortars with just a single unit as crew? Great mod, Arma was missing such a feature before. Hopefully BI fix this nasty arty bug!
  23. I would use the FHQ Tasktracker. Easy to use and it works perfectly (at least for me). No need for this nasty BIS_fnc_MP :D
  24. commanderx

    AI Spawn Script Pack

    How do I remove the groups from a paradrop? That is a really simple and fun script. Like it a lot!
  25. What I would like to see is an option to delete all objects on the map within a given radius or inside a marker or whatsoever. Is that possible?
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