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zooloo75

Statistical-Based Visualizations [Script]

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Update

Tweaked some code (disabled AI melee if player is civilian)

Added options via arguments passed with execVM.

If no arguments are passed, the script will use the default setting and enable all options. (best to disable terrain and building reverb if you have many units in the mission as it is CPU intensive)

Edited by zooloo75

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How do you turn the reverb effects to on (1) for the addon version? By default its says zero. I'd use the script version but for some unknown reason I can't place that #include "SBVSounds.hpp" into my class CfgSounds without error :confused:

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Well Froggy Im not that experienced in this stuff. I just now figured out how to make this into a PBO. Here are the only files I added to make this a PBO. Hope this helps

Config.cpp

#define _ARMA_

class CfgPatches
{
   class SBV
   {
       units[] = {};
       weapons[] = {};
       requiredVersion = 0.1;
       requiredAddons[] = {"Extended_EventHandlers"};
}
   };

   class Disable_XEH_Logging
   {
       units[] = {};
       weapons[] = {};
       requiredVersion = 0.1;
       requiredAddons[] = {};
   };


class Extended_PostInit_EventHandlers
{
   	clientinit = "[] execVM '\SBV\SBV.sqf'";
};

$PBOPREFIX$

SBV

Then I made it into a PBO with the CPBO tool. The rest that is in the pbo are all the stuff EVERYTHING from his script version. Thats it. ;) I hope that helps.

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Hmmm, thanks anyway Mike. I just can't figure out while I can't input that line in my Description.ext without CTD :confused:

It's on line 10:

1. onLoadMission = "Blacktide";

2.onLoadName ="Blacktide"

3.author="froggyluv";

4.

5.#include "scripts\trindisplay\dialog\define.hpp"

6.class RscTitles {

7.#include "scripts\trindisplay\dialog\trin_display.hpp"

8.};

9.

10.class CfgSounds

11.

12. {

13.#include "SBVSounds.hpp"

14.};

15.

16.

17.{

18.tracks[] ={sound1};

class Sound1

{

name = "sound1";

sound[] = {\sounds\opening.ogg, db+5, 0.97};

titles[] = {};

};

sounds[] = {};

class trin_dispStart

{

name = "Trin Display Start";

sound[] = {"scripts\trindisplay\sounds\dispStart.ogg", 1, 1};

titles[] = {};

};

class trin_dispExit

{

name = "Trin Display Exit";

sound[] = {"scripts\trindisplay\sounds\dispExit.ogg", 1, 1};

titles[] = {};

};

class trin_dispWarn

{

name = "Trin Display Warn";

sound[] = {"scripts\trindisplay\sounds\dispWarn.ogg", 0.5, 1};

titles[] = {};

};

class trin_dispCount

{

name = "Trin Display Count";

sound[] = {"scripts\trindisplay\sounds\dispCount.ogg", 2, 1};

titles[] = {};

};

class trin_dispClear

{

name = "Trin Display Clear";

sound[] = {"scripts\trindisplay\sounds\dispClear.ogg", 1, 1};

titles[] = {};

};

class trin_dispSilence

{

name = "Trin Display Silence";

sound[] = {"scripts\trindisplay\sounds\dispSilence.ogg", 1, 1};

titles[] = {};

};

};

class CfgMusic

{

#include "SBVMusic.hpp"

};

Edited by froggyluv

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post the message you are getting when CTD... maybe I can point you in the right direction. :)

VRCRaptor

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post the message you are getting when CTD... maybe I can point you in the right direction. :)

VRCRaptor

Ok,

\Description.ext, line 16: '.': '{' encountered instead of '='

I've changed the spoiler text line numbers to better match this error message.

Edit: @Mikey: The script is in the spoiler above -line 16 is actually empty :) And zooloo75, apologies for misdirecting this thread - just excited about getting this script to work in mission.

Double Edit: Fixed it -simple syntax error on my part :o

Edited by froggyluv

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Could you tell me what you have in line 16 or maybe the whole part of that script?

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Zooloo75, this script is brilliant !

I took the liberty to modify the SBV.sqf file to better fit my own tastes, however. Basically, I changed the exhaustion fatal consequences to a forced walk effect that I find more realistic. You might want to test it and maybe add it to your own orginal version as an optional parameter.

Here is the file : https://www.dropbox.com/s/shtqtsxyzq9a3ni/SBV_copie.sqf

Cheers

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Ok,

Double Edit: Fixed it -simple syntax error on my part :o

Great news... :)

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This is great script! Too bad that I can't turn the blinking off and turn the reverb on. I just change to [1,0,1] but nothing change.

Btw I think that blinking isn't really necessary because You as a player use to blink in front of monitor.

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amazing!

---------- Post added at 18:11 ---------- Previous post was at 18:04 ----------

is there a way to reduce the time of being deaf? Do you know whats wrong with this? My game exits with missing } from line 36

class CfgMusic

{

#include "SBVMusic.hpp"

};

class CfgSounds

{

#include "SBVSounds.hpp"

};

class CfgMusic

{

tracks[]={};

class music1

{ name = ""; sound[] = {\music\xx.ogg, db+1, 1.0};

another thing is if i just wanted to remove the black screen when dying, how would i do that? same with going deaf. im testing this on mp and when i respawn after getting shot, you go deaf permanently.

---------- Post added at 19:34 ---------- Previous post was at 18:11 ----------

ok got the music to work with

class CfgMusic

{

tracks[]={};

class music1

{ name = ""; sound[] = {\music\xx.ogg, db+1, 1.0};

};

#include "SBVMusic.hpp"

};

class CfgSounds

{

#include "SBVSounds.hpp"

};

but now the black screen when you die is messing the respawn up. How do i remove that?

Edited by MackaRoney

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hey when i die, my saturation goes up a shitload. its unplayable, how do i disable that? Really makes the game unplayable. Also if i wanted to remove the camera shake, how would i do that?

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ok, if you are doing this via multiplayer... this script was not built around MP games but you can add this to your script to make it more MP compatible... the issue is that the script never resets when you die and then respawn.

I inserted this code just after the death section of the SBV.sqf file around line 256 or so... seems to work well for me and my group in MP games... Hope it helps.

// Respawn
player addEventHandler ["respawn","[0,0,1] execVM 'SBV\SBV.sqf'; 1 fadeSound 1; 1 fadeMusic 1;"];

-VRCRaptor

Edited by VRCRaptor

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This is great script! Too bad that I can't turn the blinking off and turn the reverb on. I just change to [1,0,1] but nothing change.

Also having this issue.. No matter what I set the parameters to it always ends up firing the same stuff in mission.

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[1,0,1] execVM "SBV.sqf"; - Terrain Reverb enabled, blinking disabled, AI melee enabled.

Yeah something seems to be off here. I also use the [1,0,1] -but at mission start it says Terrain reverb disabled while Blink is Enabled...? Also wasn't there an indoor reverb -is that part of this array? Also I have the same issue with over-saturation upon death/teamswitch and this in SP.

Edited by froggyluv

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