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Showing results for tags 'muliplayer'.
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muliplayer Persistent data handling for multiplayer game mode
MinervaArts posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello guys, I am looking for a method to save and edit data across mission restarts. We are currently scripting a round based multiplayer game mode. After each round, the mission is restarted and a winner and loser team is determined. Now we are looking for a way to track the won rounds per team and the team that has three points first is the winner. The problem is that with each the mission restarts, the variables are overwritten. Does anyone have an idea how to achieve it so that the points per round are counted regardless of the mission? Thanks for your help- 18 replies
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THE KUNDUZ INSURGENCY AIS [SP/MP Coop-14] by 1-506Ranger STEAM LINK: The Kunduz Insurgency AIS ACE version utilizing ADV - Medical available here: The Kunduz Insurgency ACE The Kunduz Insurgency AIS is optimized for SP with Psycho's AIS revive system. This mission is MP coop ready, but instead of ACE, a number of immersion scripts and AIS make this a much more tolerable Single Player ALiVE insurgency experience as AI will heal the player (if AI teammates are not in direct contact) when you are down. READ THE MAP BRIEFING AND DIARY SECTIONS IN-GAME Features: AIS revive - nothing needed to stabilize and revive , first aid kit/medkit needed to heal smaller injuries. F/A 18 - 25 CAS sorties (JDAM and CBU only) available to Leaders only. FOB West - Independent 81mm mortars will fire at will in support of operations. If you see red smoke in an area of contact, withdraw to a safe distance. ALiVE Combat Support - Transport, CAS, and 1 x 105mm howitzer available for indirect fire support. BAF Ground and Air Service available at both FOBs for rearm and refuel ZLT field repair in effect, toolkit needed after 5 repairs. Troop recruitment available at both FOBs and US OP. SEE STEAM PAGE FOR REQUIRED AND RECOMMENDED CLIENT SIDE MODS Script Credits: *AIS Revive - Psycho *ArmaPhronk - CRS, Earplugs and IR Strobe *johnnyboy - JBOY Combat Up Down *JW Custom - Close Air Support Field System *Neko-Arrow - Mortars *Pokertour - ATM Airdrop *Psycho - AIS Revive *zealot111 - Realistic Field Repair *Quicksilver - QS icons ***Thanks to HeroesandvillainsOS for use of the core content of his ALiVE diaries (edited) - see map in-game for more information
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Hello everyone, I come to see you today because I have a problem with code that does not want to work in multiplayer, while the code works perfectly in solo. My code is to remove the array that contains objNull in a tri-dimensional array. the array in question: [[3ec9abcb80# 1676278: plasticbarrier_03_f.p3d,[12179.4,12946.3,-0.0794725]],[<NULL-object>,[12178,12947.7,0]],[3eb888c080# 1676280: roadcone_l_f.p3d,[12178.8,12949.9,0]]] and the complete code: _target = cursorTarget; _player = player; _PlayerUid = getPlayerUID _player; _PlacedOject = _player getVariable "PlacedOject"; _UIDObject = _target getVariable "deploy_user_uid"; if (isnil {_UIDObject}) exitWith {hint "aucun object détecter"}; if ( !(_UIDObject == _PlayerUid) ) exitWith {hint "Cette Object, ne vous appartient pas"}; if ( count _PlacedOject == 0 ) exitWith {hint "Vous avait aucun object placée"}; { _Element = _PlacedOject select _forEachIndex; _Elementplaced = _Element select 0; _ElementPosArray = _Element select 1; if (_Elementplaced isEqualTo objNull) then { _Element resize 0; }; } forEach _PlacedOject; //_PlacedOject deleteAt (_PlacedOject find _target); // existent item //deleteVehicle _target; sorry for average English it's not my first language
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Hello, Hope all are well. I have run into a problem in a script. In the script the there is a piece that I am working to create some AI defenders for a random task.... For some reason this only runs for the first "_manType". I have not been able to see my mistake. I am sure I am missing something silly. Ideas? Thanks, dubl /***************************************************************** Create defenders ***************************************************************/ { _manType = _x select 0; _manName = _x select 1; _man = _manType createVehicle getMarkerPos "defend1"; if (_manName != "") then { (_man select 0) setVehicleVarName _manName; missionNamespace setVariable [_manName, (_man select 0)]; }; }Foreach[ ["B_soldier_LAT_F", "man1"], ["B_soldier_AR_F", "man2"], ["B_soldier_exp_F", "man3"], ["B_medic_F", "man4"] ];