tonic-_- 53 Posted January 24, 2014 Is this updated for the addon version as well? Does the addon version give that problem? Because it shouldn't as it can access the actual Resource classes. Share this post Link to post Share on other sites
BadHabitz 235 Posted January 24, 2014 Does the addon version give that problem? Because it shouldn't as it can access the actual Resource classes.I haven't messed with it. I just figured if you had to alter one then you'd need to alter the other. Since it seems to not be the case then the answer to my question is that the addon doesn't need to be updated.Thanks for this mod. Both versions. I've used each of them at some point. Share this post Link to post Share on other sites
hg2012trigger 13 Posted January 24, 2014 (edited) -- edit -- Edited January 25, 2014 by HG2012Trigger Share this post Link to post Share on other sites
rhyswilliams999 10 Posted January 28, 2014 With the demo mission included, it doesn't show for me in the editor, although if i pack it and run it on a dedicated box it then shows... mmmm. Share this post Link to post Share on other sites
1para{god-father} 105 Posted January 29, 2014 is there a way to set the MAX view distance on say foot? Share this post Link to post Share on other sites
tonic-_- 53 Posted January 29, 2014 is there a way to set the MAX view distance on say foot? Don't quite get what you are asking, a bit more specific? Share this post Link to post Share on other sites
1para{god-father} 105 Posted January 31, 2014 I need to be able to set the max distance players can use i.e 2.5K not 10,0000 is that possible to set so they cannot go over x amount ? so limit the slider? Share this post Link to post Share on other sites
kamaradski 10 Posted February 20, 2014 Ok Tonic Im asking for a feature request here.........Perhaps we could even expand to: [boolean, 3000, 3000, 5000] execVM "taw_vd\init.sqf"; // grass disable option/ max_s_foot sliderSetRange / max_s_car sliderSetRange / max_s_air sSR.. inside init.sqf: _max_foot = _this select 1; _max_car = _this select 2; _max_air = _this select 3; [max_foot, max_car, max_air] taw_vd\open.sqf Yes this would be great, for my PvP mission, as i do not want the people with super-rigs to have too much advantage, though giving the people with older machines the option to trade view-distance for framerate. Share this post Link to post Share on other sites
(AEF)Duck 12 Posted February 22, 2014 Hi Tonic. I love this feature you have made but I am having trouble to get it to run independently. I was using it as part of the INS Revive pack but now I would like it separate. I have copied the taw_vd folder into my mission folder and added into my description.ext: class Header { gameType=COOP; minPlayers=1; maxPlayers=1; }; #include "taw_vd\dialog.hpp" class CfgFunctions { #include "taw_vd\CfgFunctions.hpp" }; in my init.sqf file I currently have enableSaving[false,false]; I have also tried adding: After that you want to put the following code below into your init.sqf (preferred near the bottom). Again if you do not have one then create one. [] execVM "taw_vd\init.sqf"; but all I got was an error from the game saying "could not find taw_vd\init.sqf" in the game there is also no scroll feature. Any suggestions? Cheers Duck Share this post Link to post Share on other sites
kamaradski 10 Posted February 24, 2014 but all I got was an error from the game saying "could not find taw_vd\init.sqf" in the game there is also no scroll feature. Any suggestions? Cheers Duck Make sure that the taw_vd folder is written all lower caps, and does not contain any sub-folders. all scripts run directly from inside that folder. (there should be 6 SQF files and 2 HPP files) Share this post Link to post Share on other sites
cobra4v320 27 Posted March 2, 2014 in my init.sqf file I currently have enableSaving[false,false]; I have also tried adding: but all I got was an error from the game saying "could not find taw_vd\init.sqf" in the game there is also no scroll feature. Any suggestions? Cheers Duck Works in MP COOP. remove [] execVM "taw_vd\init.sqf"; from the init.sqf Share this post Link to post Share on other sites
hajimoto 10 Posted April 27, 2014 (edited) Tonic-_- are there any known issues with this MOD since the release of the Zeus DLC? Edited April 28, 2014 by Hajimoto Share this post Link to post Share on other sites
darkxess 60 Posted May 2, 2014 This is not working anymore since the last update, hope it can be fixed :) Share this post Link to post Share on other sites
Belbo 462 Posted May 2, 2014 This is not working anymore since the last update, hope it can be fixed :) For me it's still working. Are you on devbranch or stable? Share this post Link to post Share on other sites
darkxess 60 Posted May 2, 2014 For me it's still working. Are you on devbranch or stable? On stable, followed the installation instructions perfectly and still nothing. Even the example missions doesnt work so its not myside of things that has stopped it working. I have also tried vanilla game with no other mods running. Share this post Link to post Share on other sites
Belbo 462 Posted May 3, 2014 On stable, followed the installation instructions perfectly and still nothing. Even the example missions doesnt work so its not myside of things that has stopped it working. I have also tried vanilla game with no other mods running. Strange, as it's definitely working for me, even after the last update. Have you made sure to have these entries in your description.ext: #include "taw_vd\dialog.hpp" and class cfgFunctions { #include "taw_vd\CfgFunctions.hpp" }; and no second entry for cfgFunctions? Share this post Link to post Share on other sites
darkxess 60 Posted May 3, 2014 This is my description.ext: onLoadName = "Counter Insurgency";author = "DarkXess"; OnLoadMission = "Teamwork At Its Best"; loadScreen = "Info\rw2.jpg"; #include "VAS\menu.hpp" #include "taw_vd\dialog.hpp" class CfgFunctions { #include "VAS\cfgfunctions.hpp" #include "taw_vd\CfgFunctions.hpp" }; As you see I am already using VAS and it says on the instructions on using a 2nd CfgFunctions to add this line instead: #include "taw_vd\CfgFunctions.hpp" Though saying this, why does the original demo mission not work too? :-/ Share this post Link to post Share on other sites
mamasan8 11 Posted May 18, 2014 I'm wondering if this addon could incorporate a 'save' for the values picked? So I wouldn't have to set them manually every time I play mp. I'm not a server admin, just a player. But it would be nice if the 3 VD and grass settings was saved to some textfile and loaded everytime I join a server that is running this addon (which is 100% of the time). Share this post Link to post Share on other sites
Nakroma 10 Posted June 1, 2014 Doesn't work for me anymore, even the mission given within doesnt work. Not even on my dedicated server. Share this post Link to post Share on other sites
arxi 10 Posted June 13, 2014 Thanks for your time this is a great script.. Share this post Link to post Share on other sites
macchky 30 Posted July 29, 2014 To work this script, just add unit's init in editor like VAS this addAction["<t color='#1111ff'>View Distance Setting</t>", "taw_vd\fn_openTAWVD.sqf"]; color='#1111ff' & View Distance Setting can edit what you like. Share this post Link to post Share on other sites
tonic-_- 53 Posted October 15, 2014 Well finally after a year and a half later they finally fixed the scripting command setObjectViewDistance so now the menu when the next patch is released will support changing the Object rendering distance as well as syncing it with the current view distance. Share this post Link to post Share on other sites
Lucky44 13 Posted October 16, 2014 Yay!!! Nice work getting on that fast, Tonic. Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted October 16, 2014 Thanks! Just as a note, I've been running this script on a few servers but I removed the 'None' button option. I know there is a config to disable No Grass, but IMO that config should also remove the 'None' button. With No Grass disabled, there were complaints about the button not working until it was removed. When explained to the soldiers why it was removed (unsportsmanlike), there was some unhappiness until the button was removed. With no button, no complaints. Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted October 31, 2014 (edited) For next official version, please use saveProfileNamespace so our fine soldiers don't have to adjust their settings each session! I took it off the player action menu and attached it to an object addaction. Also perhaps another bar for distinction between "Plane" and "Helicopter" would be handy. In Helicopters usually view distance a little less than is desired/required in a jet. Tweaked it slightly, perhaps something like this? action = "[] call TAWVD_fnc_saveProfile;"; // File: fn_saveProfile.sqf // Save settings if (saving_vd_data) exitWith {hintSilent "Saving settings, please wait a moment...";}; hintSilent "Settings saved"; saving_vd_data = TRUE; profileNamespace setVariable ["tawvd_air_profile",tawvd_air_profile]; profileNamespace setVariable ["tawvd_car_profile",tawvd_car_profile]; profileNamespace setVariable ["tawvd_foot_profile",tawvd_foot_profile]; saveProfileNamespace; [] spawn { sleep 5; hintSilent ""; saving_vd_data = FALSE; }; // fn_tawvdInit.sqf (tweaked) ... if (!isNil {profileNamespace getVariable "tawvd_foot_profile"}) then { tawvd_foot_profile = profileNamespace getVariable "tawvd_foot_profile"; } else { tawvd_foot_profile = 1600; }; ... Edited October 31, 2014 by MDCCLXXVI Share this post Link to post Share on other sites