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Found 11 results

  1. Hello people, I have been struggling to make a working custom ticket system for my mission. My goal is to have a maximum of 7 global west tickets as I have 7 available player slots. To make it more fair, I want one ticket to subtract from west side every time a new player respawns on west side, but not when they respawn again. Server should keep track of tickets subtracted and add ticket back if player chooses to change sides to east or if he disconnects the server from the west side. My guess is, i have trouble making database work... Now I don't have any real coding experience and this is my idea of the code which I heavily edited multiple times using logic and ChatGPT: onPlayerRespawn.sqf // Variable ticket system private _uid = getPlayerUID player; // Retrieve player data private _playerData = [_uid] call TAG_fnc_retrievePlayerData; private _tempSideRespawned = side player; private _tempAlreadyRespawnedAsEast; private _tempHasReturnedTicket; private _lastRespawnedSide = profileNamespace getVariable ["lastRespawnedSide", east]; if (!isNull _playerData) then { _tempAlreadyRespawnedAsEast = _playerData select 1; _tempHasReturnedTicket = _playerData select 2; } else { _tempAlreadyRespawnedAsEast = false; _tempHasReturnedTicket = false; }; // Handle ticket decrement and increment based on the respawned side if (_tempSideRespawned == east && _tempSideRespawned != _lastRespawnedSide) then { [east, -1] call BIS_fnc_respawnTickets; _tempHasReturnedTicket = false; } else { if (_tempSideRespawned == west && _lastRespawnedSide == east && !_tempAlreadyRespawnedAsEast && !_tempHasReturnedTicket) then { [west, 1] call BIS_fnc_respawnTickets; _tempAlreadyRespawnedAsEast = true; _tempHasReturnedTicket = true; }; }; // Update the player's last respawned side private _lastRespawnedSide = _tempSideRespawned; profileNamespace setVariable ["lastRespawnedSide", _tempSideRespawned]; // Update the player's data in the database [_uid, [_tempSideRespawned, _tempAlreadyRespawnedAsEast, _tempHasReturnedTicket]] call TAG_fnc_storePlayerData; initServer.sqf execVM "Scripts\functions.sqf"; // Global array to store each player's data in the TAG_database if (isNil "TAG_database") then { TAG_database = []; }; // Event handler for player disconnect addMissionEventHandler ["PlayerDisconnected", { params ["_id", "_uid", "_name", "_jip", "_owner", "_idstr"]; // Get the player's data from TAG_database using UID private _playerData = [_uid] call TAG_fnc_retrievePlayerData; if (count _playerData > 0) then { private _side = _playerData select 0; private _hasReturnedTicket = _playerData select 2; if (_side == west && !_hasReturnedTicket) then { [west, 1] call BIS_fnc_respawnTickets; // Add one ticket to West side on the server diag_log "Ticket returned to West"; // Mark that the ticket has been returned for this player to prevent multiple returns [_uid, _side, true] call TAG_fnc_storePlayerData; }; }; // Remove the player's data from TAG_database upon disconnect TAG_database = TAG_database - [_uid]; }]; functions.sqf TAG_fnc_storePlayerData = { params ["_uid", "_data"]; private _playerIndex = -1; { if ((_x select 0) == _uid) then { _playerIndex = _forEachIndex; true } else { false }; } forEach TAG_database; if (_playerIndex < 0) then { TAG_database pushBack [_uid, _data]; } else { TAG_database set [_playerIndex, [_uid, _data]]; }; }; TAG_fnc_retrievePlayerData = { params ["_uid"]; private _playerIndex = -1; { if ((_x select 0) == _uid) then { _playerIndex = _forEachIndex; true } else { false }; } forEach TAG_database; if (_playerIndex >= 0) then { TAG_database select _playerIndex select 1; } else { []; }; }; TAG_fnc_getPlayerIndex = { params ["_uid"]; private _playerIndex = -1; { if ((_x select 0) == _uid) then { _playerIndex = _forEachIndex; true } else { false }; } forEach _database; _playerIndex; }; description.ext class CfgFunctions { class Anthill { class MissionFunctions { class fnc_startTimer { file = "Scripts\functions.sqf"; }; class fnc_stopTimer { file = "Scripts\functions.sqf"; }; class fnc_resetTimer { file = "Scripts\functions.sqf"; }; class fnc_checkEmptyServer { file = "Scripts\functions.sqf"; }; class fnc_missionTimer { file = "Scripts\functions.sqf"; }; class fnc_scheduleTimer { file = "Scripts\functions.sqf"; }; class TAG_fnc_storePlayerData { file = "Scripts\functions.sqf"; }; class TAG_fnc_retrievePlayerData { file = "Scripts\functions.sqf"; }; class TAG_fnc_getPlayerIndex { file = "Scripts\functions.sqf"; }; }; }; }; I have sorted all errors in RPT files, and I still can't manage to execute full onplayerrespawn.sqf... I don't know where is the problem or how else i can diagnose it beside diag_log which doens't always work. Thanks for insights
  2. Hello how i can make when i capturing flag , other team start losing tickets? I have one script but it doesent work for some reason... Here is script "[west,20] call bis_fnc_respawnTickets; [east, 20] call bis_fnc_respawnTickets; [[west,east],.5,1,5] call bis_fnc_bleedTickets;" If someone can help me that would be nice 😄
  3. So I'm currently trying to make a mission like that from Ace Combat's multiplayer where each team is trying to take out the other's ground or sea assets first while in aircraft. Currently I'm just using a sector control game mode that works fine just using modules. What I've done is make it so dying and respawing for players doesn't take away tickets and the cap area is a tiny area in the middle of the map which players will ignore (this is a private multiplayer things so we just agree to ignore it) Now the point of the question. There is also a bunch of AI trucks driving around, when one of them dies I want it to take a specific number of tickets away from the side it belonged too. Therefore, destroying all of Opfor's teams AI trucks would mean they have no tickets and Blufor Would win. Is there something I could stick in the AI trucks "Init" in the editor that would just remove a number of sector control tickets for it's side die upon death?
  4. I'm doing some sector control missions, and I wanted to know is there a way to subtract more than 1 ticket on a player death?
  5. FoxFort

    Forgotten ticket

    Oh boy, I just went to https://feedback.bistudio.com and I found I opened a ticket with BIS in May 2015 - T80479. In these 3 years, you would think someone from dev side would be at at least. "Nope, sorry", so that I can close the ticket.
  6. Hello, I have seen numerous post about this issue, but can't seem to find a solution that actually works. So here is my problem. I have a classic sector game which I play alone or with a friend, against or with each other. Each side (Bluefor and Opfor) have a squad a player can take over and control. Rest of the forces come from an AI spawn module. It all works perfectly except all the ai's spawned from the modules doesn't bleed any tickets on both sides when they are killed in action. It is only players and ai squad members that I know how to use bleed tickets with. But the Ai's from the module does not work, so it is sort of unbalanced. Please do anyone knows how to bleed tickets form ai spawn module? Script I use for the ai squad mebmers in unit init: this addEventHandler ["killed",{[_this select 0,-1,true] call bis_fnc_respawnTickets;}];
  7. Hello, By default when placing a Sector module the Seize reward is set to 10. But where is that number supposed to be added when a side captures the said sector? To the current amount of respawn respawn tickets the side that captured the sector has? There's a small description for the Seize reward: "Score awarded to the side which seized the sector". Ok then, but what score? While testing this I created a simple mission with: two playable characters (OPFOR and BLUFOR) one sector module that I synced with OPFOR and BLUFOR side logic entitites respawn tickets module with 200 respawn tickets to both OPFOR and BLUFOR Testing with that configuration through in-game editor's multiplayer mode doesn't yield any results that would prove that the seize reward is working as expected. But.. I guess that's the thing that what is the actual expectation. Like what is supposed to actually happen when there's a number set in the seize reward field. Would someone else have any experience to share here whether the Sector module's Seize reward functionality is working as expected?
  8. Guys im creating a capture sector mission wich opfor has all the points captured and blufor needs to capture all 3 of then and i want the tickets only for respawning soo i only set 10 tickets for blufor and nothing for opfor, the problem is, when the blufor tickets goes to 0 it says Your Side Has Won instahead of: You Lose Faggot, soo what i tried to do to fix it? A trigger with the Condition: WestTickets <=0; On Act: endMission "LOSER"; Did it work? Of course not! Soo anyone can help me? Disclaimer Im not responsible for any english error cuz im brazilian :)
  9. The challenge: I decided to try and find a purpose for the Virtual Reality terrain! :lol: This is the first TvT scenario I've ever created and was looking to see what others thought. Steam Workshop download: http://steamcommunity.com/sharedfiles/filedetails/?id=719318132 and a direct .pbo download http://www.filedropper.com/sectorcontrolv4vr
  10. Hello guys , how add a GUI on the game of my System Tickets? There are 2 variables in init.sqf. TICKETS_WEST and TICKETS_IND. I would like add on top-right symbol-bluefor = TICKETS_WEST and down symbol-bluefor , symbol-death = TICKETS_IND Thanks to all.
  11. I'm trying to make a respawn ticket system as seen in the Official ArmA 3 Support missions, with the GUI on the right as seen here: http://i.imgur.com/D7okCzW.jpg Anyone know how I would go about doing it?
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