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Donnovan

MOSTWA - Andre most Wanted Script

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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 :)

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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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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

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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 8/18/2016 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

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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

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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
};

 

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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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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.

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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?

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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"

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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

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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. ?

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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

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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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