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Found 3 results

  1. I use a rating system that gives you rating or takes it away depending on who you kill. not sure where i got it from. Rating.sqf Added the zombie part with help form Haleks. Ravage mod. Added with one a couple i have made. A script that checks your rating and promotes or demotes you depending on your rating Rank.sqf Promoted.sqf Demoted.sqf Now the problem i have encounted and cant seem to fix is that the rank.sqf only fires one time. As in you will be promoted one rank or demoted one rank. So you can go form private to corporal but not any higher. Then you can go back from corporal to private. If you get demoted back to private you can still get promoted up to corporal again. The problem may lie in the fact that if you get promoted or demoted your rating goes back to 0. You can also start the game as a Sargent and get promoted once and demoted once. Not sure what is going on. The promote and demote scripts work fine one there own but the rank.sqf is what im having problems with. Any help would be awesome thank you
  2. 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)) };
  3. Hello everybody. There's a point in my coop-mission, where I want to reset the players ratings. The script in which I want to do so is run only by server (executed in initServer.sqf). init.sqf resetRatings = {rating _x} forEach playableUnits; script.sqf ... {if (side _x == EAST) then {_x addRating - rating _x}} forEach playableUnits; resetRatings = {rating _x} forEach playableUnits; publicVariable "resetRatings"; Testing on a dedicated server, the new result of resetRatings is not broadcasted to my player unit. Some help would be much appreciated :)
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