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phatpuke

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Everything posted by phatpuke

  1. phatpuke

    Arma Reforger - Mission Editor

    Pretty much this, As much as the new Editor is honestly amazing and powerful. After sat doing software developement all day the old eden editor was a blessing for when you either wanted to quickly test a proof of concept or just do stupid stuff like attach AA guns to camels.. Although I highly doubt it would happen. An API to allow the C based language and bringing back 'SQF' through ingame editor to allow best of both worlds would be amazing, There was some great devs in a2/a3 that wouldn't even try to make stuff if its kept the way its currently is.
  2. Encountered this weird issue and no idea if there is any possible way around this without doing CaptureUnit. Disabled numerous AI functions, made the player invisable, setcaptive pretty much everything I can think of but the AI will still do this if a player is close. If i place another AI at the players position and then view it through the camera, The AI is acting exactly how it should. Any idea's?
  3. If careless is on it goes to whole new level of weird and just walk through the floor/wall haha
  4. sadly none of these work. Even if i set it as this forceWalk true; level1_unit1 disableAi "checkVisible"; level1_unit1 allowFleeing 0; level1_unit1 setSkill ["courage",1];
  5. can also do [CMD] remoteexeccall ["FUNCTION",[0,-2] select isDedicated,true];
  6. pretty simple, have an file that would be called say 'serverID.sqf' inside that you'd have something like. serverID = "MYSERVERID"; //example - serverID = "PHAT" publicVariable "serverID"; Here is a snippet of a gamemode i made years ago that did pretty much exactly what you're after //loadAccount.sqf ["NODE_Var_lvl"] call fn_LoadStat; ["NODE_Var_XP"] call fn_LoadStat; ["NODE_fnc_faction"] call fn_LoadStat; ["NODE_side"] call fn_LoadStat; ["NODE_fnc_class"] call fn_LoadStat; ["NODE_SETUP_COMPLETE"] call fn_LoadStat; call NODE_fnc_gearArray; _gearFnc = NODE_fnc_gear select NODE_Var_lvl; player setUnitLoadout _gearFnc; call setupCheck; statsLoaded = 1; //savefuncs.sqf fn_SaveStat = { _varName = _this select 0; _varValue = _this select 1; profileNameSpace setVariable [_varName + serverID,_varValue]; }; fn_LoadStat = { _varName = _this select 0; _varValue = profileNameSpace getVariable (_varName + serverID); if(isNil "_varValue") exitWith {}; [_varName,_varValue] call fn_SetStat; }; //=========================================================================== //ADD VARIABLES TO THIS ARRAY THAT NEED SPECIAL SCRIPTING TO LOAD specialVarLoads = [ "NODE_Var_lvl", "NODE_Var_XP", "NODE_fnc_faction", "NODE_side", "NODE_fnc_class", "NODE_SETUP_COMPLETE" ]; //THIS FUNCTIONS HANDLES HOW STATS ARE LOADED fn_SetStat = { _varName = _this select 0; _varValue = _this select 1; if(isNil '_varValue') exitWith {}; if(_varName in specialVarLoads) then { if(_varName == 'NODE_Var_lvl') then {NODE_Var_lvl = _varValue}; if(_varName == 'NODE_Var_XP') then {NODE_Var_XP = _varValue}; if(_varName == 'NODE_fnc_faction') then {NODE_fnc_faction = _varValue}; if(_varName == 'NODE_side') then {NODE_side = _varValue}; if(_varName == 'NODE_fnc_class') then {NODE_fnc_class = _varValue}; if(_varName == 'NODE_SETUP_COMPLETE') then {NODE_SETUP_COMPLETE = _varValue}; } else { call compile format ["%1 = %2",_varName,_varValue]; }; }; //================================================================================================================================================================================================== saveFuncsLoaded = true; //saveloop.sqf waitUntil {!isNil "statsLoaded"}; while {true} do { ["NODE_Var_XP", NODE_Var_XP] call fn_SaveStat; sleep 1; ["NODE_Var_lvl", NODE_Var_lvl] call fn_SaveStat; };
  7. Gone through every single possible option. My guess is the engine interracts with players completely different to how it interfacts with other AI. 'Arma Life'
  8. A AI unit and player are both know by the patrol AI, if you set the camouflageCoef to 0 (or even 0.0001) AI still does this.
  9. phatpuke

    IF STATEMENT HELP

    also a switch case would be a lot cleaner. https://community.bistudio.com/wiki/switch_do
  10. Afternoon all, Working on a current project and I have hit a little snag. So I don't need to code a whole function from scratch using markers I decided to use the ingame Sector modules. The sectors themselves save so the battlefield is constantly persistent, so in the mission file all the sectors are marked as empty and call a script that does the resource (currency) and assigned west/east accordingly. This works perfectly.. however every time the mission is restart (in SP & MP) You'll get a lovely spam of notification "A was captured by x" "B was captured by x" ect ect I've tried moving this to initserver, isdedicated ect ect, The client however will always seem to show the notification, anyone know a way to disable these for the sector modules?
  11. Have the script have a variable such as 'WaitingTimer' have this sat in a if statement and another loop inside your main statement. if(WaitingTimer <= 0) then { waitingTimer = 10; CODE ; for "_i" from 1 to _limit do {waitingTimer = WaitingTimer - 1; sleep 1;}} else {""}; for example?
  12. Although i had to shove this into a expression for each sector, this works nicely. Knew it would be something simple, as there is 0 documentation on BIS_fnc_showNotification_queue :P
  13. from the start or 'where ever the sound is' ?
  14. phatpuke

    RDS A2 Civilian Pack

    Indicators dont seem to work correctly in stable, nothing in rpt.
  15. phatpuke

    Interior dust/smoke

    Blastcore with normal explosions? if you want some DMM, you can just animate the building to do some cool stuff
  16. Multiple ways to do this, lazy mans way is placing the gear on each units init box. but on less lazy mans way.. use a ForEach ( https://community.bistudio.com/wiki/forEach ) { call onephas3_RiflemanGear; } forEach [Pilot1, Pilot2, ....] and have the call of an export from arsenal. however this is a little clunky and a array would be a little more cleaner down the road. (https://community.bistudio.com/wiki/Array https://community.bistudio.com/wiki/select )
  17. What the easiest way to send player name over mp? Sending the variable only display current client player name. Any idea's? (same if this is server side) to appear as 'BOB' is the leader
  18. i fixed that for you, still does the same
  19. Does nothing. =/ also change this to 0 for everyone will complain about the string as 'error.generic' and nothing in rpt
  20. The script above no matter seems to only send the 'Your name' so if its triggered 'PhatPuke got first blood' for myself and 'Harmdhast got first blood' for you. It wont actually pass your name to me.
  21. I'm looking to implement a system that when triggered will say the playername either over systemchat or as a hint for example if(var_kills == 1) then { _pName = name player; [{hint format ["%1 got first blood",_pName ]},"BIS_fnc_spawn",true,true] call BIS_fnc_MP; };
  22. phatpuke

    Kick animation

    first picture I think might be from VBS?
  23. Just use a trigger with bis_fnc_mp ?
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