ElDubya Posted February 23, 2016 Report Share Posted February 23, 2016 On 22/02/2016 at 10:47 AM, T.LEE said: What if a fugitive asks his friend to kill him? And will split the prize in half? 4 hours ago, T.LEE said: If his friend isn't near him? Then I guess it's a case of too bad. They are exploiting the system :) Link to comment Share on other sites More sharing options...
T.LEE Posted February 23, 2016 Report Share Posted February 23, 2016 del Link to comment Share on other sites More sharing options...
RiMMON Posted February 24, 2016 Report Share Posted February 24, 2016 You can put a reward of game currency (Coins) ? If so, how? Link to comment Share on other sites More sharing options...
Shak Posted February 25, 2016 Report Share Posted February 25, 2016 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. Link to comment Share on other sites More sharing options...
Donnovan Posted February 25, 2016 Author Report Share Posted February 25, 2016 This check is impossible to to do without a script that read players mind. Link to comment Share on other sites More sharing options...
Buck0 Posted February 25, 2016 Report Share Posted February 25, 2016 2 hours ago, Donnovan said: This check is impossible to to do without a script that read players mind. 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 Link to comment Share on other sites More sharing options...
Donnovan Posted February 26, 2016 Author Report Share Posted February 26, 2016 if (player getVariable "mind" == "want to cheat") then { _canHaveFugitive = false; }; Simple as that. Link to comment Share on other sites More sharing options...
T.LEE Posted February 26, 2016 Report Share Posted February 26, 2016 del Donnovan 1 Link to comment Share on other sites More sharing options...
Bricktop Posted August 17, 2016 Report Share Posted August 17, 2016 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! Link to comment Share on other sites More sharing options...
juandayz Posted August 17, 2016 Report Share Posted August 17, 2016 i was using it a few time and only "rare" thing is that mozzin reward for fugitive kill him. When fugitive get into the mozzin this explode Link to comment Share on other sites More sharing options...
salival Posted August 24, 2016 Report Share Posted August 24, 2016 On 8/18/2016 at 11:03 AM, juandayz said: i was using it a few time and only "rare" thing is that mozzin reward for fugitive kill him. When fugitive get into the mozzin this explode The server is probably killing the player for being a hacker Link to comment Share on other sites More sharing options...
juandayz Posted August 24, 2016 Report Share Posted August 24, 2016 7 hours ago, salival said: The server is probably killing the player for being a hacker 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 Link to comment Share on other sites More sharing options...
Seelanpro Posted August 24, 2016 Report Share Posted August 24, 2016 Wow I only see this now :D I am going to add this to server!!! Link to comment Share on other sites More sharing options...
Jamrock Posted September 22, 2016 Report Share Posted September 22, 2016 Do you know the Mapsize of Namalsk? Ive put 8000 not sure if it works out ? Link to comment Share on other sites More sharing options...
Jamrock Posted September 22, 2016 Report Share Posted September 22, 2016 Is there also a way to make it humanity based ? Link to comment Share on other sites More sharing options...
juandayz Posted September 23, 2016 Report Share Posted September 23, 2016 17 hours ago, Jamrock said: Is there also a way to make it humanity based ? maybe .. Spoiler _lockedFugitives = [];PlayerHumanity = (player getVariable"humanity"); //THE TWO LINES BELLOW ARE EPOCH SPECIFIC waitUntil {!isNil "DZE_safeVehicle"}; DZE_safeVehicle = DZE_safeVehicle + ["TT650_Ins"]; 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 }; Link to comment Share on other sites More sharing options...
godmode8 Posted September 24, 2016 Report Share Posted September 24, 2016 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. Link to comment Share on other sites More sharing options...
juandayz Posted September 24, 2016 Report Share Posted September 24, 2016 5 hours ago, 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. like a bounty? @theduke was working on it... dont know if he cannnnnnn get it work like a bounty. Link to comment Share on other sites More sharing options...
Jamrock Posted September 24, 2016 Report Share Posted September 24, 2016 On 23.09.2016 at 5:12 PM, juandayz said: maybe .. Hide contents _lockedFugitives = [];PlayerHumanity = (player getVariable"humanity"); //THE TWO LINES BELLOW ARE EPOCH SPECIFIC waitUntil {!isNil "DZE_safeVehicle"}; DZE_safeVehicle = DZE_safeVehicle + ["TT650_Ins"]; 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 }; So this works right? If u add PlayerHumanity? Link to comment Share on other sites More sharing options...
Jamrock Posted September 24, 2016 Report Share Posted September 24, 2016 I would like it so the guys who have the lowest amount of humanity would turn intu the fugitive how do i do that ? Like Bandits or Even the guy with the lowest amount of humanity. for example if there are 3 bandits. the one with the lowest would be the "most wanted" Link to comment Share on other sites More sharing options...
juandayz Posted September 26, 2016 Report Share Posted September 26, 2016 On 24/9/2016 at 5:19 PM, Jamrock said: So this works right? If u add PlayerHumanity? 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 Link to comment Share on other sites More sharing options...
Jamrock Posted September 27, 2016 Report Share Posted September 27, 2016 17 hours ago, 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 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. ? Link to comment Share on other sites More sharing options...
juandayz Posted September 27, 2016 Report Share Posted September 27, 2016 9 minutes ago, 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. ? remember the PlayerHumanity = (player getVariable"humanity"); variable Link to comment Share on other sites More sharing options...
Jamrock Posted September 27, 2016 Report Share Posted September 27, 2016 1 hour ago, juandayz said: remember the PlayerHumanity = (player getVariable"humanity"); variable It says: [MOSTWA] Cant find an elegible fugitive... in the rpt.log Link to comment Share on other sites More sharing options...
Jamrock Posted September 27, 2016 Report Share Posted September 27, 2016 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 }; Link to comment Share on other sites More sharing options...
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