KaRRiLLioN 0 Posted July 1, 2002 I've figured out that NearestObject is no longer operating the same way. Are there many other changes? I'd like to start fixing all of my missions so that when the general populace gets finally gets upgraded, I can have my missions working on the server. =) Will an updated COMREF be posted soon? Thanks, and the new island is a true work of art! Share this post Link to post Share on other sites
SCLZ 0 Posted July 1, 2002 Resistance won't arrive in my little corner of the world for sometime, how has nearestObject changed exactly? Share this post Link to post Share on other sites
KaRRiLLioN 0 Posted July 1, 2002 Well when I use it like _vcl=NearestObject [Obj,"type"] then it says something to the effect of "Got object, expected number" So I'm thinking that it may be looking for a distance from a unit or something extra instead. I haven't had a chance to play around with it yet though. Share this post Link to post Share on other sites
SCLZ 0 Posted July 2, 2002 Sounds promising, the limited range that nearestObject checked was it's biggest limitation. Share this post Link to post Share on other sites
Azz 0 Posted July 2, 2002 yay... and weapons command returns the players current weapon well i did this Hint format ["%1",weapons player] and i got AK74 CZ or AK47 CZ forgot what is what but anyway point is it works no more respawning with no ammo or anything! respawning with weapons you died with Share this post Link to post Share on other sites
Chris Death 0 Posted July 5, 2002 Hello KaRRiLLion, Last night, i've been looking once more into BIS open source multiplayer missions, and i found an interresting thing. Maybe you already know about that, however i would like to tell it to you. You can group static objects like houses (those, where you hold your mouse cursor above and a name shows up) or fuel stations, etc. (everything, where an object name shows up) with triggers. For example - create a trigger (range 10/10) type: none activation: not present Now group this trigger with let's say the fuel station in St.Pierre SE on Everon. Place the trigger so that the fuel station is inside the trigger's area. If you dbl-click the trigger, you will see that the type: none changed into a type: StaticObject As soon as you destroy this fuel station, the trigger becomes active. Or: same trigger same fuel station, but this time give the trigger a name, and change the activation to: present In any other trigger you can put this fuel station into a string: obj=list trigger_name select 0, without using the nearest Object method. If this is already old stuff for you, then let's say: my fault ~S~ CD Share this post Link to post Share on other sites
Ex-RoNiN 0 Posted July 5, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (DV Chris Death @ July 05 2002,05:10)</td></tr><tr><td id="QUOTE">Hello KaRRiLLion, Last night, i've been looking once more into BIS open source multiplayer missions, and i found an interresting thing. Maybe you already know about that, however i would like to tell it to you. You can group static objects like houses (those, where you hold your mouse cursor above and a name shows up) or fuel stations, etc. (everything, where an object name shows up) with triggers. For example - create a trigger (range 10/10) type: none activation: not present Now group this trigger with let's say the fuel station in St.Pierre SE on Everon. Place the trigger so that the fuel station is inside the trigger's area. If you dbl-click the trigger, you will see that the type: none changed into a type: StaticObject As soon as you destroy this fuel station, the trigger becomes active. Or: same trigger same fuel station, but this time give the trigger a name, and change the activation to: present In any other trigger you can put this fuel station into a string: obj=list trigger_name select 0, without using the nearest Object method. If this is already old stuff for you, then let's say: my fault ~S~ CD<span id='postcolor'> This is amazing Imagine the possibilites BIS ARE the gaming gods Share this post Link to post Share on other sites
-WKK--Stealth 0 Posted July 10, 2002 Hmmm I cant get the thing to work with the respawn with weapons you died with.... Hint format ["%1",weapons player] am i supposed to put this in a trigger or in the init field of the player??? would like to know that since me and my body am working on a mission where there's only guns... so its kind of irritating to respawn with and m16 or ak74 regards [WKK]-Stealth Share this post Link to post Share on other sites
KaRRiLLioN 0 Posted July 13, 2002 Chris, that's a very good point, especially for using objects already placed. Here's a copy of what I posted on the OFPEC forums regarding how I'm trying to use NearestObject: Argh this NearestObject change has SCREWED up some of my missions. Sefe, I'm using some code that you helped me with for a vehicle respawn script, but I've altered it so that you can use it with the new way the NearestObject command works. With the old method it was much easier just to loop through some arrays, but for some reason now, the CountType doesn't seem to be working in this portion of the script that detects what kind of vehicle you're standing next to. This script is used so that when you activate the action, it looks for a vehicle that is in front of you within 15 feet and then gives you the option to repair it. But for some reason even though it seems to detect the vehicle, it won't match it to the proper "type" string. Any ideas? _unit is the player, _list1 would be like ["M1Abrams",50,500,"M60",30,200] where you have the type, the time it will take to repair and the cost to repair. BTW this portion of the script came from a building repair script, but it operates identically. _unitpos=Getpos _unit _unitdir=Getdir _unit _dir=GetDir _actionunit _buildingpos=[(_unitpos select 0) + ((sin _unitDir) * 15), (_unitpos select 1) + ((cos _unitDir) * 15),(_unitpos select 2)] _building=NearestObject _buildingpos _i = 0 #Loop ? (_i > (Count _list1)) : Goto "Skip" _Buildingtype = _list1 Select _i _typename = _list2 Select _i _VehicleTypeDoesMatch = ((_Buildingtype CountType _this) == 1) _msg=Format["%1,%2,%3,%4",_buildingtype,_typename,_building,_VehicleTypeDoesMatch]; Hint _msg ~1 ? _VehicleTypeDoesMatch : _type = _Buildingtype ? _VehicleTypeDoesMatch : Goto "Found" _i = _i + 3 Goto "Loop" #Found ?(!Isnull _building):Goto "Continue" Goto "Skip" #Continue ?(_unit Distance _building<15):Goto "BuildingFound" #Skip _x=_x+3 ?(_x>=_countlist):Hint "You must be within 15 feet of a Building to log in."; Goto "End" Goto "SearchLoop" Share this post Link to post Share on other sites