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Rarek

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Posts posted by Rarek

  1. Welcome, .CJ!

     

    I'm fairly handy at mission making and scripting too, should anyone need help.

     

    Could always use an extra pair of hands to help develop. What kind of stuff can you do / have you done?

  2. I do like the idea of having players' scores altered if they respawn before a certain time. How about...

     

    When a player dies, let's assume they have the basic 600 seconds (10 minutes) to live before they're forced to respawn. If there's a medic nearby (within 500m), respawning within the first X seconds (could be 30, could be 300; whatever you want) will remove either a set amount or a percentage of their score. Players will be warned after clicking the "Respawn" button that this is the case and can back out of respawning and remain on the ground if they wish. If a medic is then no longer within 500m, there will be no penalty for respawning.

     

    Bottom line: if there's a medic, you wait. If there's not, there's nothing stopping you heading back to base and starting again.

  3. Hmm Cain, allow to continue on that great thought:

     

    Maybe it is possible to create a script that revive and heals a player automatically when the player is unloaded from any vehicle in the medevac area on the base. No 3th player interaction needed. This could also turn off automatically when a medic is in 100m proximity from the medevac area, so if a medic insist on playing medevac docktor, they can.

     

    This way you could revive your teammates even when there are no active medics around. Example, then you are with only few players on server, or when all medics are just playing stupid ?

     

    That's fine though, to play Devil's Advocate, what's the point of a player waiting to be taken back to base to be revived when they could just respawn at base anyway? You have to make sure that you're forcing immersion on the players.

  4. 'ello there!

     

    As you might've heard, we temporarily moved over to the DEV branch to avoid all this hacking malarkey. Today, BIS updated the STABLE branch with lots of lovely fixes, including patching up the vulnerability that was exploited earlier.

     

    So, to be brief: we're moving back to the STABLE branch. If you moved to DEV with us, here's how you switch back:

    • Open up your Steam Library
    • Right-click Arma 3 and select Properties
    • Go to the Betas tab
    • Select NONE - Opt out of all beta programs
    • Press Close

    Now it'll update (or... downdate?) to the STABLE branch!

     

    Thanks, everyone. Let's get down to it!

  5. We've got the database connection running stably and reliably, but the code that adds the coins has gone a bit funny. :)

     

    We're finally at a stage where we can start testing that functionality, so hopefully it'll be fully implemented soon.

  6. Oh. Yea, not all languages or parsers/compilers supports trailing commas (JSON for IE is a famous example). But I understand why it ended up there :-)

     

    Aye languages always have their little quirks, I suppose. I learnt something cool about PHP the other day actually: if you compare two variables using == it will compare just the value of each variable (by converting integers to strings and the like) while using === will compare purely by value. Ergo, === is faster and pretty much all you ever use if you write code right. :D

     

    Anyway, back on-topic: good posts, wok. If you've then added all the correct markers and filled that array and AOs are appearing but not populating, you may want to take a look through the group class names used to spawn enemies; it could well be that it's trying to spawn units that don't even exist in ArmA II. Line 551 of the init.sqf is where the spawning function begins.

  7. Welcome, Dude. :)

     

    We should be moving to the Stable branch this evening as they will've moved the fixes over from Dev.

    Until then, have an Ahoy Coin for your desktop background. :D

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