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uncookedzebra

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Posts posted by uncookedzebra


  1. I have been using the standard revive system for most of my missions for Arma 3. The problem I am running into recently for a mission is that once revived you no longer can be picked up again if downed. I understand that for realism that is awesome but for a less realistic and more forgiving mission multiple pickups in one run would be nice. I searched for a function that can set this but no luck. Anyone have an answer, besides using a different revive system? Thanks in advance.


  2. I have been using the standard revive system for most of my missions for Arma 3. The problem I am running into recently for a mission is that once revived you no longer can be picked up again if downed. I understand that for realism that is awesome but for a less realistic and more forgiving mission multiple pickups in one run would be nice. I searched for a function that can set this but no luck. Anyone have an answer, besides using a different revive system? Thanks in advance.

    Accidental Double Post. Please remove.


  3. I have noticed a bug that happens to 1 in 100 people that connect to my server. The player, once loaded in cannot select a spawn location in fact the standard UI doesn't even show. The only indication that they are in the respawn screen is the countdown. The ESC menu doesn't pop up either so their options are either to ALT+F4 or and admin kick. It's only happened to me a handful of time and haven't had the brain to screen shot it. I am using the BIS Revive option which I enabled in ED3N editor. Also I used the spawn at custom position along side the respawn location module in ED3N as well. 

    My Description.EXT 
     

    ReviveMode = 1;                         //0: disabled, 1: enabled, 2: controlled by player attributes
    ReviveUnconsciousStateMode = 0;         //0: basic, 1: advanced, 2: realistic
    ReviveRequiredTrait = 0;                //0: none, 1: medic trait is required
    ReviveRequiredItems = 2;                //0: none, 1: medkit, 2: medkit or first aid kit
    ReviveRequiredItemsFakConsumed = 1;     //0: first aid kit is not consumed upon revive, 1: first aid kit is consumed
    ReviveDelay = 6;                        //time needed to revive someone (in secs)
    ReviveMedicSpeedMultiplier = 2;         //speed multiplier for revive performed by medic
    ReviveForceRespawnDelay = 3;            //time needed to perform force respawn (in secs)
    ReviveBleedOutDelay = 120;              //unconscious state duration (in secs)
    
    

    The weird thing is that there is no RPT indication that there is something wrong. :/

    • Thanks 1

  4. I don't even get an error in my RPT. Any idea why this isn't firing?

    init.sqf

    if (isServer) then {    
        diag_log "SERVER SETTING UP";
        //server function for sending stats to client
        fnc_getkills = {
            _who = objectFromNetId (_this select 0);
            _uid = _this select 1;
            _player_name = _this select 2;
            _retrieved_id = ["read", [_player_name, "UID"]] call _inidbi;
            diag_log _retrieved_id;
            diag_log "SERVER RUNNING KILL UPDATE";
            //Test for new player
            if (_retrieved_id == false) then {
                diag_log "SERVER SETTING UP DB";
                _deaths= 0;
                _kills= 0;
                _inidbi = ["new", _player_name] call OO_INIDBI;
                ["write", [_player_name, "UID", _uid]] call _inidbi;
                ["write", [_player_name, "deathcount", _deaths]] call _inidbi;
                ["write", [_player_name, "killcount", _kills]] call _inidbi;
            };
            kills = ["read", [_player_name, "killcount"]] call _inidbi;
            (owner _who) publicVariableClient "kills";
        };
        
        fnc_getdeaths = {
            _who = objectFromNetId (_this select 0);
            _uid = _this select 1;
            _player_name = _this select 2;
            _retrieved_id = ["read", [_player_name, "UID"]] call _inidbi;
            //Test for new player
            if (_retrieved_id == false) then {
                _deaths= 0;
                _kills= 0;
                ["write", [_player_name, "UID", _uid]] call _inidbi;
                ["write", [_player_name, "deathcount", _deaths]] call _inidbi;
                ["write", [_player_name, "killcount", _kills]] call _inidbi;
            };
            deaths = ["read", [_player_name, "deathcount"]] call _inidbi;
            (owner _who) publicVariableClient "deaths";
        };
    }; 

    Any help would be appreciated.

    EDIT: This is being ran on a dedicated box btw.


  5. Okay this is what I have.

    Flag_maker.sqf 
     

    _id = clientOwner;
    _UID = getplayerUID player;
    _id publicVariableClient "Flag_UID_array";

     

    flag = createVehicle ["FlagChecked_F", player modeltoworld [0,1,0], [], 0, "can_collide"];

     

    _temp_array = [[_UID,flag]]; 
    Flag_UID_array = Flag_UID_array + _temp_array;

     

    publicVariableServer "Flag_UID_array";
     
     
     
     
    Init.sqf
     
     _handler1 = addMissionEventHandler ["HandleDisconnect",{
    {
     
    UIDlookup = (Flag_UID_array select _x) select 0);
    if (UIDlookup == (_this select 1)) then {
     
    deleteVehicle (Flag_UID_array select _x) select 1);
    deleteVehicle (Flag_UID_array select _x) select 2);
    diag_log "Deleted Flag";
    };
    } foreach Flag_UID_array;
     
    };
    ];

  6. Hi guys! I have been looking for a little bit now and I have been having an issue. I have it so that a player can create one item with a keystroke. If they press the key again it deletes that item and creates a new one. That I have no trouble with. What I have trouble with is getting the server to delete that particular item when that particular players leaves the game on a dedicated server. I been pulling my hair out trying to use publicVariableServer, getVariable, addmissionEventhandle and get everything to jive right. Thank you in advance!

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