Ice_Rhino 3 Posted August 6, 2013 Again my Thanks Goblin, I am on the case right now. One thing I have noticed though is that when I put a specific loadout in the init for each unit it is fine until such time as the unit is required to respawn. After 1st death it seems to default to whatever the in game unit default loadout is, Squad Leader or whatever etc as appose to the INIT version. Share this post Link to post Share on other sites
kylania 568 Posted August 6, 2013 Setting a loadout in the init doesn't do anything for respawn. You'll need to somehow capture the loadout you wanted to keep and reapply it at respawn. By default, as you've discovered, you respawn with default gear. Share this post Link to post Share on other sites
Von Quest 1163 Posted August 6, 2013 Respawn? What is that? This is NOT Xbox! Just kidding. :p I play fairly hardcore. I never have respawn. WAY more immersive knowing that you only have just the 1 life. Share this post Link to post Share on other sites
CSLALUKI 30 Posted August 6, 2013 Goblin said: I play fairly hardcore. I never have respawn. What? :rolleyes: Enemies always killed me at least once :D Share this post Link to post Share on other sites
Ice_Rhino 3 Posted August 6, 2013 Goblin said: Respawn? What is that? This is NOT Xbox!Just kidding. :p I play fairly hardcore. I never have respawn. WAY more immersive knowing that you only have just the 1 life. If the AI were not such a good shot at long range then I would not play with re-spawns. They seem to be able to put one between my eyes from 200m Cold Bore. My friend and I play with one life only on other titles but it almost seems impossible on this. Share this post Link to post Share on other sites
HitmanTwoActual 188 Posted August 8, 2013 Whenever I go to execute, it tells me that there is a undefined variable in the expression: _unit Share this post Link to post Share on other sites
kylania 568 Posted August 8, 2013 Can you post the code you're using Hitman? Share this post Link to post Share on other sites
Von Quest 1163 Posted August 9, 2013 (edited) Current state of this project. May release more/addon later with wrist-altimeter. Several ways to evolve this... Waiting on full release from BIS to see how they address some issues before widdling-away unnecessary time. For now, a teaser! Click for High-Def version of IMG: http://farm6.staticflickr.com/5547/9467148565_50dde5f3e8_o.jpg' alt='9467148565_50dde5f3e8_o.jpg'> HALO_Project1 by richardvonquest, on Flickr[/img] Edited August 9, 2013 by Goblin anyone know the max allowed IMG size? Share this post Link to post Share on other sites
kylania 568 Posted August 9, 2013 That's some high speed stuff right there, Goblin. Nice! Share this post Link to post Share on other sites
Von Quest 1163 Posted August 9, 2013 Thank you, that was fast! But its blurry. Can't find the largest dimensions. Anyone know? Need to redo and shrink I guess... Share this post Link to post Share on other sites
Ice_Rhino 3 Posted August 9, 2013 Goblin, that looks awesome. Where can I get me one of those ;) ---------- Post added at 11:56 ---------- Previous post was at 11:53 ---------- Goblin said: Respawn? What is that? This is NOT Xbox!Just kidding. :p I play fairly hardcore. I never have respawn. WAY more immersive knowing that you only have just the 1 life. I would love to play without respawn as I do in most other titles I play with my friend. Even if it is self imposed rules. However, the AI being able to put one through my forehead from 300m in the dark, on a foggy night whilst I am in a bush, Cold Bore, kind of spoils it and the mission would be over dead quick. I don't mind the AI being good shots, they need to be, but that is ridiculous. Unless I can dumb them down slightly in some way. Share this post Link to post Share on other sites
mantls 2 Posted August 9, 2013 Ice_Rhino said: Goblin, that looks awesome. Where can I get me one of those ;)---------- Post added at 11:56 ---------- Previous post was at 11:53 ---------- I would love to play without respawn as I do in most other titles I play with my friend. Even if it is self imposed rules. However, the AI being able to put one through my forehead from 300m in the dark, on a foggy night whilst I am in a bush, Cold Bore, kind of spoils it and the mission would be over dead quick. I don't mind the AI being good shots, they need to be, but that is ridiculous. Unless I can dumb them down slightly in some way. check out asr_air and tpwcas. Share this post Link to post Share on other sites
Von Quest 1163 Posted August 9, 2013 Ice_Rhino said: I don't mind the AI being good shots, they need to be, but that is ridiculous. Unless I can dumb them down slightly in some way. put into your init.sqf Play around with it... { _x setSkill ["general", 0.7]; _x setSkill ["commanding", 0.5]; _x setSkill ["courage", 0.3]; _x setSkill ["endurance", 0.6]; _x setSkill ["aimingaccuracy", 0.2]; _x setSkill ["aimingshake", 0.2]; _x setSkill ["aimingspeed", 0.7]; _x setSkill ["reloadspeed", 0.3]; _x setSkill ["spotdistance", 0.5]; _x setSkill ["spottime", 0.2]; } forEach allUnits; @mantls What is asr_air and tpwcas? Share this post Link to post Share on other sites
RGBeats 10 Posted September 27, 2013 This script is fantastic. Thankyou! Share this post Link to post Share on other sites
Von Quest 1163 Posted September 28, 2013 What the HECK?!! This just broke with the last update. Grrrr! Why updates on Fridays? Stupid. No time to fix for weekend! Anyone know why this would break? The script now runs as it's supposed to, BUT then the Backpack will NOT attachTo the player now. It now just drops all the way to the ground. What's going on? Is the MemoryPoint "pelvis" no longer valid? :mad: Share this post Link to post Share on other sites
yoannis1995 10 Posted October 18, 2013 Can't attach the backpack to the player anymore... Even on the ground with just that script: _unit = _this select 0; _pack = unitBackpack _unit; _pack attachTo [_unit,[0,-0.13,0],"Pelvis"]; _pack setVectorDirAndUp [[0,0,1],[0,1,0]]; //flip pack upside down Anybody knows how to fix that ?! Share this post Link to post Share on other sites
mantls 2 Posted October 18, 2013 Well i guess you#ll need to drop it first? since its in the players inventory i presume. Share this post Link to post Share on other sites
yoannis1995 10 Posted October 18, 2013 No, even if I place an empty bag via the editor and then attach it to the player with its name it doesn't work... Share this post Link to post Share on other sites
Von Quest 1163 Posted October 18, 2013 Yup, for some odd reason, its really broken now! Grrrr! Share this post Link to post Share on other sites
cobra4v320 27 Posted October 19, 2013 (edited) I would really like to see this fixed. I made a function that will re-add the backpack and all of its contents, going to use this with my HALO function. I would really like to add the backpack to the front again. /* File: fn_saveLoadOut.sqf Version: 1.0 Author(s): cobra4v320 Description: Saves the units backpack with loadout for HALO jumping function Parameters: 0: UNIT - (object) the unit that will be doing the HALO Example(s): _halo = [this] spawn COB_fnc_saveLoadOut Notes: Must use "spawn" and not "call" due to sleep and waituntil commands in the function */ if (!isServer || isDedicated) exitWith {}; //Parameters private ["_unit","_pack","_cargo","_class","_magazines","_weapons","_items"]; _unit = [_this, 0, objNull, [objNull]] call BIS_fnc_param; _pack = unitBackpack _unit; _cargo = backPackItems _unit; _class = typeOf _pack; _magazines = getMagazineCargo _pack; _weapons = getWeaponCargo _pack; _items = getItemCargo _pack; //Validate parameters if (isNull _unit) exitWith {"Unit parameter must not be objNull. Accepted: OBJECT" call BIS_fnc_error}; removeBackpack _unit; //remove the backpack _unit addBackpack "B_parachute"; //add the parachute waitUntil {isTouchingGround _unit || getPos _unit select 2 < 1}; _unit addBackpack _class; //return the backpack clearAllItemsFromBackpack _unit; //clear all gear from new backpack for "_i" from 0 to (count (_magazines select 0) - 1) do { (unitBackpack _unit) addMagazineCargo [(_magazines select 0) select _i,(_magazines select 1) select _i]; //return the magazines }; for "_i" from 0 to (count (_weapons select 0) - 1) do { (unitBackpack _unit) addWeaponCargo [(_weapons select 0) select _i,(_weapons select 1) select _i]; //return the weapons }; for "_i" from 0 to (count (_items select 0) - 1) do { (unitBackpack _unit) addItemCargo [(_items select 0) select _i,(_items select 1) select _i]; //return the items }; //log ["Pack Classname: (%1) \n Items: (%2) \n Magazines: (%3) \n Weapons: (%4) \n Cargo: (%5)",_class,_items,_magazines,_weapons,_cargo] call BIS_fnc_logFormat; //Return Value _class Edited October 20, 2013 by cobra4v320 Share this post Link to post Share on other sites
cobra4v320 27 Posted October 21, 2013 Check out my HALO example it will add backpacks to the unit. Share this post Link to post Share on other sites
cobra4v320 27 Posted October 21, 2013 Backpacks on the front while in para_pilot. http://imageshack.com/a/img824/719/lkxb.jpg (129 kB) Share this post Link to post Share on other sites
Von Quest 1163 Posted October 22, 2013 You're my hero. You and dr_strangepete have done some brilliant work. I'm looking forward to playing around with this. I especially love the immersion effects. I plan on tweaking it a tad, but I really LOVE it! Thanks again. Not sure why, but I was getting hurt some on a few of the landings for some reason. Not sure if this was intended or a side-effect. Then I tried doing some landings where I was very careful and tried to land as soft as possible and it seemed to worked. IF this was intended, it adds immersion as you have to concentrate on a "good" landing. I need to do some more testing. Water landings worked great as well. Untested in MP. Should work ok for now I'm guessing. MP is always finicky as-is with the current game. Share this post Link to post Share on other sites
cobra4v320 27 Posted October 22, 2013 (edited) Goblin post ideas in that other thread if they involve the HALO example I would love to update them and make the example better for everybody to use. As for this thread this is how I attach the backpack when in free fall and in para_pilot: private ["_unit","_class","_packHolder"]; _unit = _this select 0; _class = _this select 1; _packHolder = createVehicle ["groundWeaponHolder", [0,0,0], [], 0, "can_collide"]; //create an empty holder _packHolder addBackpackCargo [_class, 1]; //place your old backpack into the empty holder _packHolder attachTo [_unit,[0.1,0.56,-.72],"pelvis"]; //attach empty holder to unit _packHolder setVectorDirAndUp [[0,1,0],[0,0,-1]]; //set the vector and direction of the empty holder waitUntil {animationState _unit == "para_pilot"}; //wait for the unit to go into the para_pilot animation _packHolder attachTo [vehicle _unit,[0.1,0.72,0.52],"pelvis"]; //attach the empty holder to the new position _packHolder setVectorDirAndUp [[0,0.1,1],[0,1,0.1]]; //set the new vector direction waitUntil {isTouchingGround _unit || getPos _unit select 2 < 1}; //wait until the unit is on the ground deleteVehicle _packHolder; //delete the temp backpack and empty holder After deleting the "fake" backpack you can readd the old one and all of the gear. My saveLoadOut function does all of this. Edited October 22, 2013 by cobra4v320 Share this post Link to post Share on other sites
cobra4v320 27 Posted October 23, 2013 I wanted to post some more findings on how to attach the backpack (using a carryall backpack): Standing on the ground packHolder attachTo [player,[-0.1,0.72,-0.03],"pelvis"]; packHolder setVectorDirAndUp [[0,0,-1],[0,1,0]]; During Free fall packHolder attachTo [player,[-0.12,-0.02,-.74],"pelvis"]; packHolder setVectorDirAndUp [[0,-1,-0.05],[0,0,-1]]; Para_Pilot packHolder attachTo [vehicle player,[-0.07,0.67,-0.13],"pelvis"]; packHolder setVectorDirAndUp [[0,-0.2,-1],[0,1,0]]; Originally I had the backpack upside down, the numbers above will make the pack face the correct direction. Share this post Link to post Share on other sites