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Posts posted by Donnovan
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Thankyou Tang0!
The cars are associated to player object, when the player dies his object became null, so the car have no owner (objNull).
I will make some tests.
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Players in safezone are in captive mode (player setCaptive true;) so AI will not mess with then.
If the player dies, the vehicle is liberated, so if someone enter the vehicle, he will be the new owner of the vehicle.
Are you sure no one entered the vehicle before he was able to get back to it?
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Awesome idea!
I liked it very much!
May be make the reward for starter/poor players better than to old/rich players. I will try to do that.
Thankyou for sharing!
PS: some people sayd me that is better to use uiSleep instead of sleep. May be it worth the change.
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Tang0, your infiStar is old? Last version? Recent but not last?
You know if infiStar is kicking because i made player_zombieCheck = {}?
This is why you is asking for zombie deletion?
May infiStar is a bit old, and it's working correctly.
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Tang0! Updated!
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Tang0, it's not updated here yet. If you used the one from first post, its a very outdated version.
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I finally fully compreend how event handlers work.
This made me possible to make a 100% exact safezone for Arma 2 Epoch.
No one really will be able to shot from any vehicle inside the safe.
Vehicle god mode is exact as that, it will always be turned for any player to any vehicle (not abandoned vehicles).
Protect a player is simple, because the player is allways hosted on the same machine. Vehicles, on the other hand, can be hosted by the server or by any player, an the hoster can change during the game play. This make vehicle protection (god mode and "unable to shot") more complex.
All mastered now.
It's perfect, with 30 seconds god mode for player that exit the safezone in a vehicle and 60 seconds for the ones on foot. Ajustable if the player goes inside a vehicle or leave his vehicle.
It have 1 Monster Plus: No-Build zones.
Do you want the better safezone Epoch has ever seen?
Fully compatible with infiStar and ultra easy instalation. No BE filters needed.
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Would it be possible to look for a new fugitve if he spends too much time in safezones/plotareas instead of simply not giving the reward? Just had a player waiting 19 minutes in the safezone =/
Nekuan,
Now when the event is canceled you wait a lot less for the next one to run.
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Updated!
LAST UPDATE?
Was on 25 of october of 2015 with those changes:
- Loging players are not anymore selected as fugitive.
- Fugitives that fly over 1250 meter for some time cancel the event.
- Stay on a plot or on a safe now also cancel the event and not just cancel the fugitive reward.
- Fugitives are unique, a player can't be selected more than one time in each restart.
- If the fugitive is flying over 45 meters, he does not receive the time rewards.
Files updated: andre_most_wanted.sqf
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Exile 0.9.36 "unnamed" change log:
- Removed triggers from the default mission file completely. Exile does not use triggers anymore to detect if a player enters a safe zone. This will increase performance. Please report back to us in the "Feedback" forum how large the impact on your server / game was.
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Help me please, what is the number " 0" and " 3 "["UH1H_DZ",0,["100Rnd_762x51_M240","100Rnd_762x51_M240"],3]
and which variable is responsible for the amount of fuel
Thanks you!
Hi!
0 is the number of crew in cargo.
6 is related to the amount of loot in the heli.
Heli starts 100% fueled and there is no fuel reposition.
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Hi,
If you want to try this version, tell me if it works:
VERSION A: You need to have clouds off:
//ON SERVER FILES - REPLACE SERVER_TIMESYNC FUNCTION IN SERVER_FUNCTION.SQF server_timeSync={ private["_hour","_minute","_date","_key","_result","_outcome","_date_n","_timeDif","_date_n_fixed"]; _key="CHILD:307:"; _result=_key call server_hiveReadWrite; _outcome=_result select 0; if(_outcome=="PASS")then{ _date=_result select 1; if(dayz_fullMoonNights)then{ _hour=_date select 3; _minute=_date select 4; _date=[2013,8,3,_hour,_minute]; }; //MTDR if(isNil"PVDZE_plr_SetDate")then{ mtdr_dateInitial=_date; mtdr_dateInitial_y=mtdr_dateInitial select 0;; mtdr_dateInitial_n=dateToNumber mtdr_dateInitial; }; _date_n=dateToNumber _date; _timeDif=_date_n-mtdr_dateInitial_n; _date_n_fixed=_date_n+_timeDif*5; _date=numberToDate[mtdr_dateInitial_y,_date_n_fixed]; //MTDR setDate _date; PVDZE_plr_SetDate=_date; publicVariable"PVDZE_plr_SetDate"; diag_log("TIME SYNC: Local Time set to "+str _date); }; }; //ON MISION FILES - ADD AT THE END OF INIT.SQF [] spawn { _acell=6; _uiSleepBase=12; _uiSleep=_uiSleepBase; _skipTimeBase=((_acell-1)*_uiSleepBase)/3600; _skipTime=_skipTimeBase; _start=diag_tickTime; if(_skipTime>0)then{ while{true}do{ uiSleep _uiSleep; skipTime _skipTime; _time=diag_tickTime-_start; _start=_start+_time; _uiSleep=_uiSleepBase-(_time-_uiSleepBase); if(_uiSleep<0) then { _skipTime=_skipTimeBase+(-_uiSleep/3600); _uiSleep=0; }; }; }; };
VERSION B: You can have Clouds on:
//ON SERVER FILES - REPLACE SERVER_TIMESYNC FUNCTION IN SERVER_FUNCTION.SQF server_timeSync={ private["_hour","_minute","_date","_key","_result","_outcome","_date_n","_timeDif","_date_n_fixed"]; _key="CHILD:307:"; _result=_key call server_hiveReadWrite; _outcome=_result select 0; if(_outcome=="PASS")then{ _date=_result select 1; if(dayz_fullMoonNights)then{ _hour=_date select 3; _minute=_date select 4; _date=[2013,8,3,_hour,_minute]; }; //MTDR if(isNil"PVDZE_plr_SetDate")then{ mtdr_dateInitial=_date; mtdr_dateInitial_y=mtdr_dateInitial select 0;; mtdr_dateInitial_n=dateToNumber mtdr_dateInitial; }; _date_n=dateToNumber _date; _timeDif=_date_n-mtdr_dateInitial_n; _date_n_fixed=_date_n+_timeDif*5; _date=numberToDate[mtdr_dateInitial_y,_date_n_fixed]; //MTDR setDate _date; PVDZE_plr_SetDate=_date; publicVariable"PVDZE_plr_SetDate"; diag_log("TIME SYNC: Local Time set to "+str _date); }; }; //ON MISION FILES - ADD AT THE END OF INIT.SQF [] spawn { _acell=6; _uiSleepBase=0.01; _uiSleep=_uiSleepBase; _skipTimeBase=((_acell-1)*_uiSleepBase)/3600; _skipTime=_skipTimeBase; _start=diag_tickTime; if(_skipTime>0)then{ while{true}do{ uiSleep _uiSleep; skipTime _skipTime; _time=diag_tickTime-_start; _start=_start+_time; _uiSleep=_uiSleepBase-(_time-_uiSleepBase); if(_uiSleep<0) then { _skipTime=_skipTimeBase+(-_uiSleep/3600); _uiSleep=0; }; }; }; };
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Thug,
It's called on the script of the step 3 of the installation, on this line:
s_colect_heli = player addaction[("<t color=""#6666bb"">" + _heliTxt + "</t>"),"andre_heliConvoy_itens.sqf",_donn_cursorTarget,5,false,true,"",""];
Oblicure,
See the begin of the first script, it have the map size setting. You just need to set the size of the map, and perhaps, increase the grid size if the map is a small island with a big ocean arround.
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Its suposed to appears some itens on the ground.
Please check the position of the file andre_heliConvoy_itens.sqf. By default it need to be in the root of the mission file, where init.sqf is.
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Thug, any error on the client side?
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Thanks a lot for your donation, this is the first donation after i updated Andre Convoy, released Andre Aerial Patrol and Most Wanted.
My to-do:
- Release Time Control with FSM: 90% done. (specially for BetterDeadThanZed).
- Update Andre Convoy with the LetArmaDoItAll version: 90% done.
- Updated Most Wanted: 90% done.
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The script gets the fugitive from the playableUnits array. What was the error message?
There are some improvements on the script i hove to post here soon.
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ElDubya,
Thankyou! But it's sad to know you is quiting!
Joelma's Time Control is not hurting players FPS?
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Thankyou Nekuan,
Added 2 lines of code bellow the comment //NEW: AVOID MOTORBIKE TO EXPLODE WHEN ENTERING to fix that.
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up!
What's up?
If you is using the script, can you give some feedback?
Thankyou.
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Sorry if this was already explained before...
Since all players in Epoch are in the same side (WEST), the recruited AI will not attack players?
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Ryker,
I must say thankyou to you for the original idea.
You can configure the maximum amount of time the fugitive can stay in plot or safezon radius, if the fugitive exced this time, his prize is canceled for hin but if he get killed the killers still receive the prize.
May be is better to cancel the hunt.
xandin,
This is a nice idea.
This already happens, but it's not that configurable:
On foot time: x seconds
On land vehicle time: 0.5*x seconds
On air vehicle time: 0.25*x seconds
Andre Safe Zones for Arma 2 (It's good man!)
in A2: Epoch Mods (1.0.5.1)
Posted · Edited by Donnovan
I figured it out.
When the player disconnect, his player obj became null, so the vehicle in the safezone lose his owner and became avaliable.
When the player dies, the player obj does not became null until the player body dissapear. So, while the player body is on the map, the car is owned by it.
Will fix that.