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Thread: Multiple Session Gamemode

  1. #21
    Going back on topic for a minute, the things I would save in some kind of dynamic RPG style mission (which is what I think you are doing here) would be:

    Player's last position (doesn't actually need to be exact if you use a safehouse mechanic where the player spawns at the nearest safehouse to their last position).
    Player's inventory (rather than saving strings for object class names why not assign each class a serial number which can be looked up in an array/database of classnames, this allows you to just save integers).
    Player's quest status (a list of currently active quests, again these could reference a quest database maintained by the server).
    Player experience and level


    Regarding Sinews of War, the basic SOW 1.0 uses savestatus to store an unsigned integer in the damage property of a game logic, there are utility scripts included to convert other data types (bools, reals and signed ints) to saveable unsigned integers. In multiplayer all missions load and save object status to the same raP file (Users\ProfileName\Save\Tmp\Object.sav) which means the same variables can be accessed by multiple missions.

    SOW 2.0 is far more advanced. As well as exploiting save/loadIdentity has an entire dialog framework to manage player status and equipment as well as handle all the client/server synchronisation.

    SOW 1.0 is very easy to learn and use and is ideal if you're just interested in a saving/loading function, you can adjust it to client or server side saving fairly easily. If you want a ready built framework and dialogs for persistent multiplayer missions then SOW 2.0 is available.
    Last edited by *Zeewolf*; Jun 15 2012 at 17:22.

  2. #22
    Ok if there is, that give reference to am empty the mission , where is simply placed players and all. We it is necessary only conservation of the weapon of the player, his positions and conditions. Nothing else. Rest not it is necessary. System with Editor-name by determination units more flexible, there all possible assign, but also more gravity in work, much motions.
    Shall In any event is thanked if render aid in decision given question.

  3. #23
    Quote Originally Posted by Dimonbel View Post
    Ok if there is, that give reference to am empty the mission , where is simply placed players and all
    Ok here's a quick demo of saving position, direction, primary weapon and primary magazines using sinews of war v1.0. Pick a gun from the gear list in the briefing use the action menu to save and load. It's set up for client side saving so the data is saved and loaded from the player's object.sav file, no publicvariables needed because the data is already where it needs to be for any locality sensitive functions.

    My current project (I won't take the piss by namedropping in someone else's thread) takes this system to the extreme by saving the weapon attachments (optics and barrel mounted accessories) purchased by a player in a create-a-class mission then loading them for use in other multiplayer missions. This provides up to 72 possible attachment combinations per gun.
    Last edited by *Zeewolf*; Jun 15 2012 at 21:37.

  4. #24
    Thank you, presently on test. But what beside you project, on what subjects?

    ---------- Post added at 00:05 ---------- Previous post was at 23:48 ----------

    In this system something there is. But here is and shortages. But if their correct, will be a bomb))))

  5. #25
    Quote Originally Posted by Dimonbel View Post
    Thank you, presently on test. But what beside you project, on what subjects?
    My current project is briefly described at the end of this thread. It's now in closed beta testing. I will create a addon discussion thread when I'm ready to start working on the public release. Until then, if you or anyone else have questions about it, for the sake of politeness please post in that thread rather than this one as I hate thread-jacking.

    Quote Originally Posted by Dimonbel View Post
    In this system something there is. But here is and shortages. But if their correct, will be a bomb))))
    Yes, Sinews of war has restrictions but there is also a lot of room for expansion considering v1.0 only uses one parameter of the saved object (damage). But you'd need to dig around in the V2.0 demo or experiment yourself to learn more. Oh and you need to get a better translator I can barely understand what you're saying.
    Last edited by *Zeewolf*; Jun 15 2012 at 21:35.

  6. #26
    I do not understand it all, English is not very easy to me so far given, but your train of thought I understood. I would be better for my project this system. Thank you again. If you need any assistance which will be out there with the models, addons, islands, I will be glad to help.

  7. #27
    Can you help, the system that you gave me no save rocket-launcher and pistols. There is a demo of SOW2?

  8. #28
    Found it! Now my system stores any weapons and the number of rounds in the cage, as well as the position on the map. It works like a clock, and no FWATCH is not needed

  9. #29
    My demo wasn't supposed to be comprehensive, just a proof of concept to get you going. SOW2 is probably overkill for what you need but if you like using sledgehammers to crack walnuts then it will do the job.

    To add support for launchers to it just add another set of database arrays e.g.

    Code:
    SecondaryWeaponDB = ["","LAWLauncher","RPGLauncher","CarlgustavLauncher","AT4Launcher","WW4_JavelinLauncher"]
    SecondaryMagazineDB = ["","LAWLauncher","RPGLauncher","CarlgustavLauncher","AT4Launcher","WW4_JavelinLauncherMag"]
    You only need a separate magazine database if you know your launcher uses a magazine classname that is different from the weapon classname. In the code example above its only needed to support the WW4 javelin launcher.

    In your saving script to detect what launcher the player has use secondaryweapon. Then search the database in the same way as in my example of saving a primary weapon.

    For pistols you add another database e.g.

    Code:
    SidearmDB = ["Beretta","Tokarev","CZ75","Revolver","Ingram","Skorpion"]
    SidearmMagazineDB = ["BerettaMag","TokarevMag","CZ75Mag","RevolverMag","IngramMag","SkorpionMag"]
    Detecting what pistol the player has is slightly more difficult, you need to use weapons to get an array of all the player's weapons then remove the player's primaryweapon and secondaryweapon to leave you with just the pistol.

    Ancillary equipment like hand grenades are harder still. You could use a seperate variable to store the quantity of each piece of ancillary equipment the player could possibly have. E.g. PlayerHandGrenades, PlayerSmokeGrenades, PlayerFlares etc etc. But this is very wasteful, a more efficient way is to pack multiple values into a single SOW saved value then unpack them when you load. A single SOW1 entry can store an integer in the range 0 to 999998, or 19 bit words if you like thinking in binary (as I do). So you could store 19 bool values in a single variable or perhaps four numbers between 0 and 16. Hopefully you see where I'm going with this... MWC uses this principle to reduce the number of stored values from 652 to 74.
    Last edited by *Zeewolf*; Jun 17 2012 at 16:23.

  10. #30
    My system is easier

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