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MOSTWA - Andre most Wanted Script


Donnovan

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Yeah that's the problem I had, mates were just killing each other for the reward.

Great idea, great script, perhaps if you were able to add something that checked if they were in the same group / tagged as a friend it wouldn't give the reward.

Although that'd probably just be a temp fix, as it wouldn't take long for people to work around it.

Great work as usual donn. I will throw some IRL coins your way when I can. Thanks for taking the time to keep A2 epoch alive. Wish there were more people like you tbh.

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  On 2/25/2016 at 7:02 PM, Donnovan said:

This check is impossible to to do without a script that read players mind.

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Not particularly, just about every server uses the group system which has a variable to see if players are in a group or not.

I know it wouldn't be 100% effictive but its still something small that would help as an additional check

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  • 5 months later...

Is it possible this script is killing the Fugitive? 

I have had a few players die without being killed while they were the fugitive.

I compared this to an older copy I have and don't really notice any difference.

Not sure where to look but this is what I have installed ...

https://gist.github.com/anonymous/a4b5a02195ae2b900fbf6152af7614b3

Thanks for any help!

 

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  On 8/24/2016 at 10:25 AM, salival said:

The server is probably killing the player for being a hacker

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yes maybe, i was thinking this is  about something wrong whit vehicles created like when u create a vehicle in arma2 editor and player get in, then vhicles explode if u not add some lines... anyway this only happend with mozzin reward, not with motorbike. But ure right can be a haker restriction

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  • 5 weeks later...
  On 9/22/2016 at 10:04 PM, Jamrock said:

Is there also a way to make it humanity based ?

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maybe ..

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  On 9/24/2016 at 9:22 AM, godmode8 said:


Is it possible to add the ability to specify the UID fugitives? Can I add a request for consent for the fugitive? It turns out that such a player cleans his mission and then selects a fugitive. Butthurt guaranteed.

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like a bounty? @theduke  was working on it... dont know if he cannnnnnn get it work like a bounty.

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  On 9/23/2016 at 3:12 PM, juandayz said:

maybe ..

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So this works right? If u add PlayerHumanity?

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  On 9/24/2016 at 8:19 PM, Jamrock said:

So this works right? If u add PlayerHumanity?

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    if !(_pUID in _admins || _pUID in _lockedFugitives || (PlayerHumanity > 800) ) then {

i not test it,, but in any case this means:  if is NOT _puid variable in _admins variable OR _puid variable in _lockedfugitives variable OR player humanity is not higer than 800 then... this player can be used as fugitive

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  On 9/26/2016 at 11:17 PM, juandayz said:

    if !(_pUID in _admins || _pUID in _lockedFugitives || (PlayerHumanity > 800) ) then {

i not test it,, but in any case this means:  if is NOT _puid variable in _admins variable OR _puid variable in _lockedfugitives variable OR player humanity is not higer than 800 then... this player can be used as fugitive

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Gonna test it out.

So ive set _minPlayersToRun = 1; to see if it works

//TIME TO WAIT BEFORE TRY TO RUN AGAIN *IN MINUTES*
_runTimeInter = 30;
//FIRST RUN DELAY *IN MINUTES*
_firstRunDelay = 20;
 
and this are the other values.
 
So do i have to Change _firstRunDelay to 0 so it starts emediatelly because nothing happened yet. 5 min Server running. ?
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  On 9/27/2016 at 4:35 PM, Jamrock said:

Gonna test it out.

So ive set _minPlayersToRun = 1; to see if it works

//TIME TO WAIT BEFORE TRY TO RUN AGAIN *IN MINUTES*
_runTimeInter = 30;
//FIRST RUN DELAY *IN MINUTES*
_firstRunDelay = 20;
 
and this are the other values.
 
So do i have to Change _firstRunDelay to 0 so it starts emediatelly because nothing happened yet. 5 min Server running. ?
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remember the PlayerHumanity = (player getVariable"humanity");    variable

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ye i have it like this:

//ADMINS STEAM ID (TO PREVENT THE SCRIPT TO SELECT ADMINS AS FUGITIVE)
_admins = ["00000000000000000","11111111111111111"];
//=====================
// FUNCTIONS ==========
//=====================
_lockedFugitives = [];
PlayerHumanity = (player getVariable"humanity");
 
 
and
 
donn_fugitiveChoose = {
 _fugitive = objNull;
 _maxSumDist = -1;
 {
  _p = _x;
  _pP = position _x;
  _pPX = _pP select 0;
  _pPY = _pP select 1;
  if (_pPx > 0 && _pPY < _mapSize) then {
   if (damage _p < 0.2 && vehicle _p == _p) then {
    if (count (_p nearObjects ["Plastic_Pole_EP1_DZ",(DZE_PlotPole select 0)*1.25]) == 0) then {
     _pUID = getPlayerUID _p;
     if !(_pUID in _admins || _pUID in _lockedFugitives || (PlayerHumanity > 800) ) then {
      _sumDist = 0;
      {_sumDist = _sumDist + (_p distance _x);} forEach playableUnits;
      if (_sumDist > _maxSumDist) then {_fugitive = _p;_maxSumDist = _sumDist;};
     };
    };
   };
  };
 } forEach playableUnits;
 _fugitive
};
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