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Blacksheep

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Posts posted by Blacksheep

  1. if you are talking about a donor shop, you can forget about it, im not gonna help with that ...

     

    Nope, I am talking about a Level system. The more AI's you have killed the higher your level is. At a specific level the player will get access to the Blackmarket. For a final state I have the imagination the higher the level is the lower is the price for the players (defining a ratio).

  2. Very nice AddOn!

    But....If I had a condition which decides if a player can open the trader or not, what would be the right location to look in the code for? My Idea is that if the condition is nor fullified the trader menu is not opened but a hint printed like "Go away, Greenhorn! I trade just with elite!" :D

     

    I'm just started with scripting and does yet not fully understand your code.

     

    Regards

    Blacksheep

  3. Hi folks,

     

    I want to learn more about the Mission System the Traders provide on the west, center and east spawn. I asked google in many variations but I did not find a starting point how to put own tasks to their list. Is there any documentation available?

     

    Regards

    Blacksheep

  4. Hi folks,

     

    I am going crazy with this BE error:

    16.05.2015 07:32:28: Blacksheep (37.49.79.51:2304) 306c55ff17f67199fe69ba5498d24dbf - #0 "this select 0)) then {[(_this select 0), "", [], true] call bis_fnc_initVehicle;};"
    16.05.2015 07:32:28: Blacksheep (37.49.79.51:2304) 306c55ff17f67199fe69ba5498d24dbf - #0 "BIS_fnc_setVehicleMass_fsm = _this execfsm 'A3\functions_f_mark\Vehicles\fn_setVehicleMass.fsm'; BIS_fnc_setVehicleMass_fsm"
    16.05.2015 07:32:28: Blacksheep (37.49.79.51:2304) 306c55ff17f67199fe69ba5498d24dbf - #0 "Of "Ship"
    ||
    isNull _vehicle
    ||
    !alive _vehicle
    ||
    !isNil "BIS_fnc_arsenal_type"
    )"
    16.05.2015 07:32:29: Blacksheep (37.49.79.51:2304) 306c55ff17f67199fe69ba5498d24dbf - #0 "this select 0)) then {[(_this select 0), "", [], true] call bis_fnc_initVehicle;};"
    16.05.2015 07:32:32: Blacksheep (37.49.79.51:2304) 306c55ff17f67199fe69ba5498d24dbf - #0 "this select 0)) then {[(_this select 0), "", [], true] call bis_fnc_initVehicle;};"
    16.05.2015 07:32:32: Blacksheep (37.49.79.51:2304) 306c55ff17f67199fe69ba5498d24dbf - #0 "BIS_fnc_setVehicleMass_fsm = _this execfsm 'A3\functions_f_mark\Vehicles\fn_setVehicleMass.fsm'; BIS_fnc_setVehicleMass_fsm"
    16.05.2015 07:32:32: Blacksheep (37.49.79.51:2304) 306c55ff17f67199fe69ba5498d24dbf - #0 "Of "Ship"
    ||
    isNull _vehicle
    ||
    !alive _vehicle
    ||
    !isNil "BIS_fnc_arsenal_type"
    )"
    
    
    

    My current line 0:

    3 "BIS_fnc_" !"setTaskLocal_customData" !"initDisplay" !"selectRandom" !"getCfgSubClasses" !"animalBehaviour" !"guiEffectTiles_coef" 
    !"GUImessage" !"guiEffectTiles" !"param" !"setIDCStreamFriendly" !"overviewauthor" !"diagAARrecord" !"diagKey" !"feedbackMain" !"missionHandlers" 
    !"getServerVariable" !"missionFlow" !"initParams" !"initRespawn" !"missionTasksLocal" !"missionConversationsLocal" !"missionCon" !"preload" !"logFormat" 
    !"recompile" !"moduleInit" !"feedback_allowPP" !"feedback_allowDeathScreen" !"feedbackInit" !"initMultiplayer" !"MP" !"displayMission" !"feedback_fatiguePP" 
    !"respawnBase" !"dirTo" !"secondsToString" !"guiMessage_status" !"selectRespawnTemplate" !"guiMessage_defaultPositions" !"startLoadingScreen_ids" 
    !"damageChanged" !"incapacitatedEffect" !"invRemove" !"relpos" !"inString" !"findSafePos" !"isPosBlacklisted" !"timeToString" !"distance2D" !"effectKilled" 
    !"dynamictext" !"inAngleSector" !="_this call (uinamespace getvariable 'BIS_fnc_effectFired');" !"setTaskLocal_customData" !"initDisplay" !"selectRandom" 
    !"getCfgSubClasses" !"animalBehaviour" !"guiEffectTiles_coef" !"GUImessage" !"guiEffectTiles" !"param" !"setIDCStreamFriendly" !"overviewauthor" 
    !"diagAARrecord" !"diagKey" !"feedbackMain" !"missionHandlers" !"getServerVariable" !"missionFlow" !"initParams" !"initRespawn" !"missionTasksLocal" 
    !"missionConversationsLocal" !"missionCon" !"preload" !"logFormat" !"recompile" !"moduleInit" !"feedback_allowPP" !"feedback_allowDeathScreen" 
    !"feedbackInit" !"initMultiplayer" !"MP" !"displayMission" !"feedback_fatiguePP" !"respawnBase" !"dirTo" !"secondsToString" !"guiMessage_status" 
    !"selectRespawnTemplate" !"guiMessage_defaultPositions" !"startLoadingScreen_ids" !"damageChanged" !"incapacitatedEffect" !"invRemove" !"relpos" 
    !"inString" !"findSafePos" !"isPosBlacklisted" !"timeToString" !"distance2D" !"effectKilled" !"dynamictext" !"inAngleSector" 
    !="_this call (uinamespace getvariable 'BIS_fnc_effectFired');" !="BIS_fnc_objectVar_obj2_[0-9]{3,10}" !="BIS_fnc_objectVar_obj2_[0-9]{1,10}" 
    !="bis_fnc_sharedObjectives_serverUpdate" !"bis_fnc_initVehicle" !"this select 0)) then {[(_this select 0), \"\", [], true] call bis_fnc_initVehicle;};" 
    !"_this call bis_fnc_halo_keydown;" !="BIS_fnc_setVehicleMass_fsm = _this execfsm 'A3\functions_f_mark\Vehicles\fn_setVehicleMass.fsm'; BIS_fnc_setVehicleMass_fsm" 
    !"Of \"Ship"
    
    

    Changed to 3 that this error is just been logged but player not kicked. The red ones are my attempts to solve this but no success. Looks like BE is just ignoring this. Is there a maximum of chars for each line?

     

    Regards

    Blacksheep

  5. Hi folks,

     

    reading some redis performance tweaking guides and some testes I found that using the unix socked for a redis connection instead of a local tcp connection provides a performance plus of roundabout 25-30%.

     

    It looks like the libhiredis.so does not support unix sockets. Is there any plan to implement a solution enabling the unix socket connection like the native redis client haves?

     

    Regards

    Blacksheep

     

     

  6. Thanks for your feedback. May I invite you for a quick session on my server to show you the problem? This morning I had some helicopter pilots from own fraction running though the sector (I am "naked" with god mode enabled and do not fire during the tests). Then other AI's were civillians in military clothes and some "correct" AI's from OPFOR. The configured Area has no other missions or AI's since it is reserved for sector addon only.

     

    I am using your latest zip file and have no clue what is going wrong here. Since I am located in Germany as well we could also communicate easy in TS while investigating.

     

    Usually player stats are meaningless for me.... But I have already the upcomming voices in my ear "Ey, Admin... WTF!??!!!!einself!! Why I have negative stats when I press "P"???" ;-)

  7. I am not that scripter but I went through the code and it seems that it is included in the code that AI's from different fractions are spawning, e.g. from fillhouse.sqf:

    private ["_blueMenArray3","_blueMenArray2","_BLUarrays","_redMenArray2","_OPFarrays","_greenMenArray" ...
    

    Indeed I see different fractions spawning on the sector I configured: Own fraction (displayed in green), Opfor, Blufor. After some time all are shooting me (including own fraction) but the AIs also killing themselfes. This is a interesting "feature" since it has a charme of a real fight and players have to watch out for friendly fire. But in that case the AI of the own fraction should not shoot the players.

     

    Any hint how to solve this?

     

    [Edit: Can be tested on 85.214.229.238 with default port - Password on request - First connect will take a while since this is a AMD quad core testing server]

     

    Regards

    Blacksheep

  8. Hi Suppe,

     

    the idea for the script is awesome ;) Unfortunately I have the issue that if I kill an sector AI it count's negative in the stats. Any idea? Other mission AI's count normal.

     

    Could it be that the AI's spawn on the same fraction and how is this to be controlled? I am using 30 +10 AIs and 20 +10 militarize AIs with Heli in a radius of 500m on a stock Epoch server. On request I can provide access / config/ logs

     

    Regards,

    Blacksheep

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