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Thread: ArmA (MP) Scripting

  1. #21
    Quote Originally Posted by (sickboy @ June 08 2008,16:27)
    If you use the Machine Check solution I provided earlier..
    Ofcourse .
    Quote Originally Posted by (sickboy @ June 08 2008,16:27)
    It gets somewhat more nasty, when you still want triggers to execute on jip clients, only when the trigger wasn't activated yet in the running game. However, surely not impossible.
    I have a bunch of triggers that activate and deactivate DAC zones in a sequence, basically when you clear one (condition) it deactivates it and activates the next, so i guess i cant use triggers here because of the nasty JIP.

  2. #22

    Unhappy

    I have a NON-ANSWERED question... how do i get AI to respawn on a multiplayer map. I know this is a broad question but, I want whole (non playable AI) groups aircraft and vehicles to respawn and do exactly what they were doing before they die... I got the blufor empty vehicles to respawn and players to respawn and all that... but the enemy ai i am having trouble with... can yo help?
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  3. #23
    Have you made a respawn_west or repsawn_east or respawn_guerilla marker? THe marker is put where you want that aproapriate team to respawn at. guerilla is resistance.

  4. #24
    Master Gunnery Sergeant
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    Interesting notes I've found:
    <ul>[*]Server can&#39;t removeAllWeapons _unit on a player (_unit = the players unit); however it can move the unit around via SetPos and change almost all other relevant player statistics.[*]Server can&#39;t addEventHandlers to players.

    Australian Armed Forces - Dedicated Tactical Coop Squad for ArmA2

  5. #25

    Unhappy

    Does the setVehicleInit overwrite the mission.sqm init string for the unit? Or it is another "init"?
    I&#39;m asking because the article says "Unit init line from editor runs", just before the init.sqf. And this is the behaviour of JIP setVehicleInit statements. But in "Join in Progress" they are named "vehicleInits", like if they were a different one.




  6. #26

    JIP player object

    Quoting: "... there's no Briefing this time. init.sqf seems to run after the player gets control of his character".
    During JIP init.sqf, you will found player not initialized. Have to waitUntil for a vaild player object.

  7. #27
    Hi guys, thank you very much for the information on the wiki,

    I have a few noob questions regarding MP, I've made a fair few SP missions and am not unfamiliar with scripting, but I have never made an MP mission before.

    Basically I want to do a coop mission but I am stuck at player spawn.

    1) How do I get players allocated to an ingame soldier?

    I would like to spawn a soldier and have a joining player take possesion of say a delta force operative. Do I create the vehicle and then <Missing knowledge of appropriate command> allocate the player to that vehicle by using the onplayerconnect command? If so what is the command to get the player to take possesion of said body or how do I go about that?

    I am guessing onconnectplayer I createvehicle <unit>

    then I use the setplayable vehicle command on said object. Is this correct? I am basing this on the following info:

    Also note that spawning doesn't create a body to use, but allows a player to choose an already existing one as defined either in the mission editor or in a script as 'player' or 'playable'.
    If this is the case do I use the setinit command on the player to setrespawn times? (Have found the command for this)

    I am aware of (!isserver) etc So I am aware that I have to ensure scripts for the player run specifically for the players machine.


    2) Ho do I prevent players from joining side east for example?


    Thats all for now. Thanks in advance for any assistance.

  8. #28
    Guys, i need some help. Last time i was trying to launch Warfare mission with ACE, i'd got the following errors on server RPT:
    Code:
    =====================================================================
    == F:\Games\Bohemia Interactive\ArmA 2\arma2oaserver.exe
    == "F:\Games\Bohemia Interactive\ArmA 2\arma2oaserver.exe" -config=server.cfg ;-netlog; -port=2302; -mod= @ace;@acex;@acex_sm;@acex_ru;@acex_usnavy;@cba
    =====================================================================
    Exe timestamp: 2011/05/28 03:43:20
    Current time:  2011/06/13 18:24:54
    
    Version 1.59.79384
    Item str_disp_server_control listed twice
    2011/06/13, 18:26:19 Unsupported language Russian in stringtable
    2011/06/13, 18:26:19 Missing addons detected:
    2011/06/13, 18:26:19   ace_main
    2011/06/13, 18:26:19   ace_sys_playerhud
    2011/06/13, 18:26:19   ace_sys_crewserved
    2011/06/13, 18:26:19   ace_sys_wounds
    2011/06/13, 18:26:19   ace_sys_tracking
    2011/06/13, 18:26:19 Warning Message: Вы не можете играть/редактировать это задание, так как оно зависит от скачиваемого контента, который был удален.ace_main, ace_sys_playerhud, ace_sys_crewserved, ace_sys_wounds, ace_sys_tracking
    Of course, mission didn't start. But all these addons are present, and the same situation i had with this mission on WASP ACE server. In cause of LAN, no one error, no problems, but have one interesting thing:
    Code:
    Addon acex_ru_veh_naval (entry ACE_Ural_RU_D) not found in the list of active addons.
    Warning Message: Вы не можете играть/редактировать это задание, так как оно зависит от скачиваемого контента, который был удален.
    acex_ru_veh_naval
    "[WFBE (INFORMATION)][frameno:14562 | ticktime:293.667] Common_CreateVehicle: A EAST 'ACE_Ural_RU_D' vehicle has been created (position: [2727.14,7928.94,0.0849457])"
    Please, any suggestions. Thanks
    Last edited by woore; Jun 14 2011 at 16:03.

  9. #29

    Teamswitch in MP - without switching to enemy players

    Hey, just discovered TeamSwitch, been having a play and realised that teamswitch goes between ANY playable character... is it possible to lock this down via script so that TeamSwitch only offers switches between current faction?

    Thanks in advance

  10. #30
    Private First Class britishlegion's Avatar
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    I see Lol

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