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Posts posted by JoSchaap
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depends on how you configured your mysqld to operate.
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https://github.com/A3Wasteland/ArmA3_Wasteland.Altis/tree/Development_main/client/systems/groups
it realy isnt that complicated. thing is this is just the group system part, if you also want the collored dots above team members youl also need to adopt the group parts from:
into it.
the only real issue with this will be taming battleye and the other antihack scripts to not kick you for ESP hacking ;)
In my opinion dayz realy doesnt need this. but if you play wasteland it can be a real asset to identify your teammates
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to make sure the player object is present you could add:
waitUntil {!isNull player};
before the creatediary stuff :)
are you calling the script using execvm?
[] execVM "/scriptdir/yourscript.sqf";
maybe the error is logged clientsided. i think arma2 also has a clientsided RPT log :)
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could you post the entire thing? just one line of code is not enough information at this point. :)
i wonder how _hint2 is filled :)
reference of the diary use in our arma3 code:
https://github.com/A3Wasteland/ArmA3_Wasteland.Altis/blob/Development_main/briefing.sqf#L5
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Maybe its triggerred before the player is fully joined?
Not sure if the
Waituntil (player == Player); method works in arma 2..
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the only way players can fix the (cant enter vehicle after killing ai bug) is reconnecting to a different slot in the gamelobby :)
and they will keep having to do soo every time they all get out of the vehicle.
its an annoying bug indeed :) and only seems to be happening on sarge AI servers
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Try:
If(!isServer)then{[]execVM "script.sqf"};
without the ! though. spawning of units should be serversided, adding a ! reverses the functionality of isserver to isnotserver :P
example of something to run on clients and NOT the server
https://github.com/A3Wasteland/ArmA3_Wasteland.Altis/blob/Development_main/init.sqf#L27-L32
example of something to only run on the server and not the clients
https://github.com/A3Wasteland/ArmA3_Wasteland.Altis/blob/Development_main/init.sqf#L54-L59
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I dont have any experience using the arma2 editor preview (i work on arma3 scripts)
But, the script is probably executed both server as clientsided.
you can use the isServer statement in the init.sqf to make sure your script only run serversided.
the client also generates an rpt log
for Arma3 its located in %appdata%\..\local\Arma 3\
maybe arma2 puts it in %appdata%\..\local\Arma 2 Operation Arrowhead\
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uncomment
// diag_log format ["AIUNIT: Spawn initiated: Centre:%1 | Radius in m:%2 | Waypoint number:%3 | WeaponLevel:%4",_aispawnpos,_wpradius,_wpnum,_levelnum];
and check your serversided RPT log after it happens :)
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confirmed, floors and ceilings block zeds.
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its a rare cache.
jou have to break it by shooting it, after it has exploded you can extract the contents (usually vehicle ammo etc)
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we've had the same issues with the bandit patrols breaching wood / stick / wire fence defenses. (base setup on ROG)
Recently we've upgraded the surrounding wood+stick sandwiched walls to cinder block walls with tank traps around them. And yesterday I saw the bandit AI's run around our defenses instead of glitching though for the first time since we've started building there.
Though the garage doors (even the cinder ones) are still a point where they can enter our base. (zombies glitch through those too)
Since there is no real simulation difference aside from thickness and health/damage the walls can handle i think its related to how thick your wall is.
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you are giving titletext too many arguments (4 instead of 2).
correct way should be: titleText["string","type"]; and not titleText["string", variable "string", "type"];
this should fix it:
titleText ["My name is %1","PLAIN DOWN"]; titleFadeOut 2; sleep 2; titleText ["I've killed %2 Zombies.","PLAIN DOWN"]; titleFadeOut 2; sleep 2; titleText ["I've Murdered %3 Survivors.","PLAIN DOWN"]; titleFadeOut 2; sleep 2; titleText ["I've Killed %4 Bandits.","PLAIN DOWN"]; titleFadeOut 2; sleep 2; titleText ["My Humanity is at %5.","PLAIN DOWN"]; titleFadeOut 2;
Changing a mission script into an RANDOM epoch event
in Scripting
Posted
to randomize the missions you add you can put them into an array and grab one each time using http://community.bistudio.com/wiki/BIS_fnc_selectRandom