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Found 4 results

  1. GF Drop Loot Script by GEORGE FLOROS [GR] Description: GF Drop Loot Script , Enemies , will drop items or add to their inventory , when killed , configurable . You are free to do anything but i would like to give me Credits for this! Simple and easy to use and adapt . Have Fun ! Installation / Usage: For usage instructions and information of how to use the GF Drop Loot Script please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included in the description.ext and initPlayerLocal.sqf , to copy paste in your mission . https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ and also use the extra pluggins (this way will be better , it will give also some certain colours to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/ Notes: The Loot is configurable Credits & Thanks: Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: v2.0 Code optimization, added configurable items inside uniforms, added setting options and small additions inside the script, changed the name of all the scripts , starting now with GF . Version 1.0 - first release Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=39889 Armaholic download GF Drop Loot script
  2. I'm working on a mission that doesn't have re-spawns and designed for quick firefights. My intention is to design a mission for a dedicated server with the following: If all Blufor (players) are killed, failure If time runs out, failure If all Opfor units are killed, victory Notify all players (even dead) when there is one player remaining Notify all players (even dead) when there is one enemy remaining have the same number of units and type of unit on the enemy side, i.e. 1 autorifleman blufor and 1 autorifleman opfor (shown in the initServer.sqf is already working) My experience with multiplayer scripting is limited and I'm struggling to understand why it works in local hosted multiplayer (as the host alone) but not on dedicated servers, issues include: After starting the operation using the action (see flowgraph) the LastMan.sqf will start running immediately, even with 2 blufor players Server, after starting the operation using the action, will stop updating unit positions and AI will not react. All players except yourself are running in place, coupled with sudden spikes in framerate loss when initially activated and unable to kill enemies. Enemies don't react to being shot or standing directly in front of them even. this problem isn't present on the locally hosted Possibly an issue of the server ending the mission locally but not for clients (just a guess)? Mission must still be working enough to continue the countdown timer, mission fails properly when timer reaches zero Maybe I should be getting rid of triggers entirely? But it always seemed like they synced across multiplayer better Using the trigger and (count Thislist < 2) is that when all remaining players enter one vehicle, it counts as one unit and starts the trigger Tried using setting the triggers to server only and using Bis_fnc_MP but led to the mission immediately ending upon starting the operation action Code Flowgraph Mission Source https://drive.google.com/file/d/0B85GbOCq33caWlhHNW1KcENzV00/view?usp=sharing Thanks for the help on this issue
  3. Hey guys, I ve to fight a bug in Sarogahtyps Spawn Script Creator - SSSC and thats the problem: I ve a main array which is called globalLeaderArray. There in I store group leaders. My problem is that when one of that group leaders die then it auto leaves the group and I cant get the group later to handle it in my caching parts of the script. Now I thought about to add a killed EH to store the new group leader (after the old has been killed) in globalLeaderArray. The following code has 2 functions fnc_mark_leaders initially pushs a leader in the global array and fnc_add_killed_EH adds an EH to that leader which changes the leader object in the global array if the leader dies. Because I use fnc_add_killed_EH inside of the EH itself there is some kind of recursive structure in it and I d like to know if that could work. Also I think its a bit complex for only change one object in an array so I wonder if someone knows a neater way to do that. fnc_mark_leaders = { params [["_unit", objNull, [objNull]]]; if (isNull _unit) exitWith {true}; private _leader = leader _unit; if (isNil "globalLeaderArray") then { globalLeaderArray =[]; }; if (!(_leader in globalLeaderArray)) then { _lead_index = globalLeaderArray pushBack _leader; _leader setVariable["lead_info", [_lead_index, (group _leader)]]; _leader call fnc_add_killed_EH; }; }; fnc_add_killed_EH = { params ["_leader"]; _leader addEventHandler ["killed", { params ["_old_leader"]; _lead_info = _old_leader getVariable "lead_info"; _lead_index = _lead_info select 0; _group = _lead_info select 1; _new_leader = _group call fnc_get_highest; _group selectLeader _new_leader; globalLeaderArray set [_lead_index, _new_leader]; _new_leader setVariable["lead_info", [_lead_index, _group]]; _new_leader call fnc_add_killed_EH; }]; }; EDIT: function to get the highest ranked and highest rated unit in group. with that I dont need to wait until engine changed the leader itsself. fnc_get_highest = { params ["_group"]; private _highest_rank = 0; private _highest_rating = -99999; private ["_highest_rank_array"]; //select the highest ranked units found (last element is ranked highest) _highest_rank_array = ((units _group) select {alive _x}) select { _rank = rankID _x; _highest_rank = _highest_rank max _rank; (_highest_rank == _rank) }; // reverse array to have highest ranked units at array start reverse _highest_rank_array; // cut the array after last unit with the highest rank { if(rankID _x < _highest_rank) exitWith {_highest_rank_array resize _forEachIndex}; } forEach _highest_rank_array; //exit if only one unit has the highest rank if(count _highest_rank_array == 1) exitWith { (_highest_rank_array select 0) }; //select the highest ranked unit whith the highest rating (last element is rated highest) _highest_rank_array = _highest_rank_array select { _rating = rating _x; _highest_rating = _highest_rating max _rating; (_highest_rating == _rating) }; //return the last element because its the highest ranked an the highest rated unit in group (_highest_rank_array select ((count _highest_rank_array) - 1)) };
  4. Since the "Killed" EH does not provide the weapon/object which killed the unit, I was looking through the other possible EHs (Dammaged, HandleDamage, Hit, HitPart), only to find that each one of these is either fireing multiple times for each damaged/hit part or potentially NOT fireing at all. So, if I wanted to print a single line to the log, mentioning the killing weapon/object, which would be the most senseful (most efficient) way of doing that? Best wishes, Johnny
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