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benw

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Everything posted by benw

  1. Hi guys, i'm trying to make a script that teleport all group units of player into a chopper. I haven't test it with other players yet, but i tested it in the KK MP sandbox, Howerver something really makes me confused that when i use forEach playableUnits , i am able to teleport all AI playable units into the chopper. if(isDedicated)exitWith{}; { _x assignAsCargo BENWinsertHeli;_x moveInCargo BENWinsertHeli; }forEach playableUnits; But when i use forEach units player , nothing happens except only myself is sitting in the chopper. What is the cause of this? I checked the wiki, it said Arguments of moveInCargo have to be local to the client the command is executed on. what is this mean? Is this mean this command cannot be used in MP? and why forEach playableUnits works, but forEach units player doesn't work? Also, i used if(isDedicated)exitWith{}; is it correct to place this if(isDedicated)exitWith{}; in order to make all group units of player moveInCargo of the chopper?:confused::confused: Added: 1.When i used foreach playableunits, it seems only 1 of the connected players and all grouped AI uints got teleported into the chopper, while other players stays in the original position. Even i used the console to manually move other player into the chopper, still didn't work, and no error message shown. 2. Other players obviously can see all objects that created by script dynamically 3. I'm guessing that i need to create an addaction on all the players, so that they can have the moveInCargo scripts that is local to them? and let them choose the MoveInCargo? command? ================================================================================================================== Problem solved, solution below: I have solved the issue, now i can get all players moveInCargo in the chopper. I think other new mission editors like me will also encounter the same problem, so i should write these down: 1. In the BIS wiki, it stated that the moveInCargo command has to be "executed locally". 2. While the sqf file in the Server Side has stored this moveInCargo command only for the server itself (In other words, it stored in the server mission file). 3. Now what you need to do is to find some commands that accept the "Server Side execution" and also has "Local Effect", I guess addPublicVariableEventHandler is the most reliable way, so just use addPublicVariableEventHandler. 4. and then, i just broadcast something to trigger the connected player execute some codes in his pc locally: moveIn=true; // can be anything, just for trigger your connected players to execute local commands publicVariable "moveIn"; "moveIn" addPublicVariableEventHandler { { _x moveInAny BENWInsertHeli; _x additem "NVGoggles"; _x assignitem "NVGoggles"; } forEach units player; }; // Maybe forEach units player is a surplus now, because now every connected client actually execute the code locally, have no time to test it .And, that's it, problem solved!
  2. anyone noticed this problem? it seems that custom UI layout will make the action menu disappear, but I can't find any action menu UI box in the custom layout setting:j:
  3. Adding a little immersion to the game and make it more new player friendly. The head marker is inspired by a MMORPG called WOW. The head marker will automatically disappeared if you are getting far away. Currently the detecting range is 13 meters. Credits: Thanks to KK and his blog post for drawicon3d. Please feel free to make any changes, you are free to edit and distribute this script, but please add my name for credits, thanks! Usage: create a mission on any map in editor, add a player unit. and then add more units and give them names. Place those units in anywhere you like // please place the uploaded Head_Marker.sqf into the mission folder // in the init.sqf, add this line in below: (if you do not have init.sqf in the mission folder, just create 1 by yourself) call compile preprocessFile "Mission_Giver.sqf"; // After that, in the Head_Marker.sqf file, please find line 3, and add the name to the array Mission_Givers=[yourUnitName0,yourUnitName1,yourUnitName2]; Known Issues Download https://drive.google.com/#folders/0B7mC4rCCFCPWUzhlNzRGYWpITE0 Steam page http://steamcommunity.com/sharedfiles/filedetails/?id=283329023 Changes V1.0 removed sleep command, no more flickering V1.1 Code Optimized, Added action menu, dialog interface
  4. ==No addons needed for this mission== Hi guys, my name is BENW, this is my second mission. It is currently in Alpha stage, I spent a lot of time making this mission, hope you guys enjoy it! Situation: You and your squad are sent to North of Altis to find and destroy the enemy aircraft prototype. Beware of this unknow place, plan well and finish your task. Features: 1. Tested in Dedicated Server, SinglePlayer 2. Complete JIP compatible for Tasks, missions, objects, etc. 3. AI Overhaul - Reactive Squads 4. Helicopter Insertion 5. Dynamic Starting time 6. Soldier caching techniques 7. Dynamically spawned AIs. 8. ASOR Gear Selector 9. BTC Revive 10. CAS Support 11. Escort Heli This missions is still being updated everyday, so please feel free to leave any comments, thanks guys, hope you enjoy it DOWNLOAD: STEAM: http://steamcommunity.com/sharedfiles/filedetails/?id=294694727 Google Driver: https://drive.google.com/folderview?id=0B7mC4rCCFCPWNU9FalR5Q1o0VWc&usp=sharing Credits 1. every player who played my mission 2. Shuko of LDD Kyllikki for taskmaster 3. Diesel5187, sykoCrazy,RedPhoenix for the NATO Hellcats textures 4. Genesis92x for the Vcom AI 5. Community wiki and the great ARMA community 6. Beerkan FARP Design 7. Giallustio =BTC= REVIVE" Images:
  5. benw

    [Coop3-6]Foxy-Owl-Inbound

    Updated: added CAS support for leader, through action menu(SP/MP slightly different time to allow the use of CAS). added 2 more player slots, Increased difficulty. http://steamcommunity.com/sharedfiles/filedetails/?id=294694727 https://drive.google.com/folderview?id=0B7mC4rCCFCPWNU9FalR5Q1o0VWc&usp=sharing
  6. Hi, Smoerble because these commands only have local effects, which means only the server sees the newly added items, you may need to use addWeaponCargoGlobal command i think publicvariable "ammobox" maybe another way to make this script work
  7. Hi, BEAKSBY drawicon3d command only accept STRING, not STRUCTURED TEXT
  8. Respawn=3 // base respawning It is also defining starting position for your units
  9. hi Genesis92x, also i found that the AA soldiers doesn't fire AA missiles while they detected the choppers(the vanilla AI will fire AA missiles from long distance ), maybe you missed those soldiers with launchers? :rolleyes:
  10. you don't need to delete them, maybe teleport them to a safe place and use the enablesimulationglobal false on them. can i know why you do not use the server to spawn units? some scripts required the server to execute the commands because server is the root for making everything work in singleplayer
  11. benw

    [Coop3-6]Foxy-Owl-Inbound

    Updated: 1. Changed lz position 2. heli inbound position now randomized https://drive.google.com/folderview?id=0B7mC4rCCFCPWNU9FalR5Q1o0VWc&usp=sharing http://steamcommunity.com/sharedfiles/filedetails/?id=294694727
  12. benw

    [Coop3-6]Foxy-Owl-Inbound

    updated new version, increased difficulty https://drive.google.com/open?id=0B7mC4rCCFCPWNU9FalR5Q1o0VWc&authuser=0
  13. benw

    [Coop3-6]Foxy-Owl-Inbound

    what is the path of your server folder for storing mission pbo ========================================= doesn't matter, i removed this line from description.ext uploaded new mission file in both steam and google drive https://drive.google.com/folderview?id=0B7mC4rCCFCPWNU9FalR5Q1o0VWc&usp=sharing
  14. maybe try to use the move command on the pilot, but group _veh setCurrentWaypoint _waypoint; works for me
  15. try publicvariable "MHQ"; in if(isServer)
  16. for the chopcrew, you may need to find who is the pilot first
  17. Hi, ColonelMolerat if a unit exist a waypoint before, i suggest using "setCurrentWaypoint" command _waypoint=group _veh addWaypoint[getMarkerPos "nextWayPoint",0]; group _veh setCurrentWaypoint _waypoint;
  18. you're welcome, you can put the mission to test in KK's MP sandbox, it is very convenient, no need to configure any complicated settings
  19. Hi, Genesis92x , this is so far my favourite script addon, i love to put it in my every mission, very low performance hit and very good ai skills, but sometimes the AI will throw smokes to expose their own location, before a player shooting at them
  20. did you put this code inside if(isServer)? if not, each player will have their MHQ variable if you don't want each player create 1 more vehicle, i suggest you put createVehicle array command in the if(isServer) scope And if you use if(isServer) scope, and if(!isDedicated) scope, please remember that they are 2 threads running at the same time(only in MP), just like []spawn{}; on the other hand, if MHQ is an object variable, you may want to use if(!isNull MHQ)
  21. benw

    [COOP-8] Black Ops

    Hi Zenophon , the mission seems doesn't work in MP game(non dedicated server, all ai disabled), the player will only stay in Altis airport, and no teleport into the helicopter , you might want to look into the issue
  22. hi, norybiak . I tested the script in 3 environments, 1. editor, 2. KK's MP sandbox, 3. real dedicated server with 1 other player (i'm running DS and game client at the same time) i'm not sure what you mean by trying to execute the script on the server or client, because i think all the scripts are stored in server mission files, I want to use moveInCargo. When i tested the script, only me got teleported into the chopper with moveInCargo command with the real DS environment.
  23. hi MordeaniisChaos , both hint & addAction effect is only local, you need to use BIS_fnc_MP in order to show the action option your your players. In your case, i think you may still need publicVariable and addPublicVariableEventHandler to trigger the player to execute hint command
  24. Hi ray, all you need to do is just go to armaholic, and download VAS or ASOR gear selector, they are very good and easy to use
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