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do you mean like canMove or checking the class name for general swimming capabilities?

I'd be fine with both.

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Is there an easy way to find out whether or not a vehicle can swim? If not I'd like to request that.

 

Maybe something like:

canSwim _object;

 Would return true for infantry, amphebian and boats?

 

For vehicles ( not men ) you can check their config.

getNumber( configFile >> "CfgVehicles" >> typeOf _veh >> "canFloat" ) > 0
i.e check the marshall
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For vehicles ( not men ) you can check their config.

getNumber( configFile >> "CfgVehicles" >> typeOf _veh >> "canFloat" ) > 0
i.e check the marshall

 

That's just lovely. Thanks, Larrow.

 

It'd be great if someone compiled a list of must-have scripting commands into one place and ask BIS to give some input on how likely stuff will be implemented.

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It'd be great if someone compiled a list of must-have scripting commands into one place and ask BIS to give some input on how likely stuff will be implemented.

There is a list here I think it is updated by Dwarden, not particularly sure but Im sure it was he who posted a link to it at sometime.

Shows commands that have been implemented or tossed out and the status of some work in progress stuff.

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  • Added: It is now possible to set a custom speed for the animate and animateSource script commands 

 

:blink: does that mean we dont need to edit configs to change animation speeds anymore?  :wub:  :wub:  :wub:

 

holy f***, this would be tremendously helpful  :)

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:blink: does that mean we dont need to edit configs to change animation speeds anymore?  :wub:  :wub:  :wub:

 

holy f***, this would be tremendously helpful  :)

 

 

Works great for slowing the bargate although sound stops early.

I wanted to slow the death animation of the static gunner  but couldn't see a way to do it as right now it's instant.

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animateDoor and playMove/switchMove support for animation speed would be a great addition as well.

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please document these too

getMissionLayers

getMissionLayerEntities

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I want to suggest a variant of get and setUnitLoadout for vehicles/objects
would be extremely helpful :)

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I want to suggest a variant of get and setUnitLoadout for vehicles/objects

would be extremely helpful :)

This would be great!

Single command to fetch all turrets ammo, cargo, ammo/fuel cargo.

 

Cheers

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I want to suggest a variant of get and setUnitLoadout for vehicles/objects

would be extremely helpful :)

YES!

 

 

Can anyone confirm that BIS_fnc_unitCapture, somtimes simply stops without a message? Happened to me 3 out of 5 times now, very frustrating.

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I'm going to be a pain in the ass and keep bringing this up until something is implemented - give us the ability to set brushes for the drawPolygon command so we can have solid fills and crosshatches and such. The command is not going to hit its potential until this is implemented.

Also we should be able to draw polygons as marker shapes rather than having to manually draw each frame!

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I think I found an error inside BIS_fnc_camera.

        _camDir = direction _cam;
        _cardinalDir = round (_camDir / 45);
        _cardinalDirText = [
            "str_move_n",
            "str_move_ne",
            "str_move_e",
            "str_move_se",
            "str_move_s",
            "str_move_sw",
            "str_move_w",
            "str_move_nw"
        ] select _cardinalDir;
        _cardinalDirText = localize _cardinalDirText;

This part will not work properly, because _cardinalDir can become 8, but the max array index can only be 7.

 

To fix this issue it should be ... select (_cardinalDir max 7). That way when, _cardinalDir becomes 8, e.g, North West, it will select index 7 which would be "str_move_nw".

See commy2's suggestion below

 

Using the Splendid Camera one can actually see, that when one looks north west, that the direction is empty.

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Or you put another copy of "str_move_n" into the array at the last position.

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Or you put another copy of "str_move_n" into the array at the last position.

True, didn't even think about that.

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Direction is never 360 or greater, the problem is Round. Anything >= 337.5 when divided by 45 and rounded becomes 8. Should be Floor.

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That is wrong @Larrow. If you do that the positions will be shown wrong. Always 22.5 degree off.

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True, wasn't thinking about the actual outcome, more about dividing the number to get a correct index. oops :)

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Could fadeSpeech and fadeRadio be fixed?

 

fadeSpeech doesn't have any kind of effect, while fadeRadio affects both radio and non-radio sentences.

Expected behaviour should be as follow, shouldn't it? :

- fadeRadio for radio comms only.

- fadeSpeech for all comms and maybe other sounds like the out-of-stamina breathings.

 

Also those damn breathings really need to be tweaked, the issue described here is still happening today.

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Version: 1.65.139010

b:GROUP enabledynamicsimulation BOOL

b:OBJECT enabledynamicsimulation BOOL

b:STRING setdynamicsimulationdistance SCALAR

n:dynamicsimulationenabled

u:diag_dynamicsimulationend STRING

u:dynamicsimulationdistance STRING

u:dynamicsimulationenabled GROUP

u:dynamicsimulationenabled OBJECT

u:enabledynamicsimulation BOOL

 

can we some info about these please

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EDIT : I need some sleep... This post can be deleted. ^^'

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I've written this a long time ago and it was even briefly fixed in dev branch, but then got reverted and never hit stable.

 

Why does "param [-1]" select the first entry of the array and does not use the default value?

["a", "b", "c"] param [1, "d"]
-> "b"

["a", "b", "c"] param [0, "d"]
-> "a"

["a", "b", "c"] param [-1, "d"]
-> "a" // should be "d"

["a", "b", "c"] param [-2, "d"]
-> "d"
 
If this would work as one would expect and choose the default value when a negative index is provided, then this command could be used together with "find" to pick elements out of two associaed arrays by index position:
private _value1 = _array1 param [_array2 find _needle2, _default];
Maybe I'm missing something here.

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I've written this a long time ago and it was even briefly fixed in dev branch, but then got reverted and never hit stable.

 

Why does "param [-1]" select the first entry of the array and does not use the default value?

["a", "b", "c"] param [1, "d"]
-> "b"

["a", "b", "c"] param [0, "d"]
-> "a"

["a", "b", "c"] param [-1, "d"]
-> "a" // should be "d"

["a", "b", "c"] param [-2, "d"]
-> "d"
 
If this would work as one would expect and choose the default value when a negative index is provided, then this command could be used together with "find" to pick elements out of two associaed arrays by index position:
private _value1 = _array1 param [_array2 find _needle2, _default];
Maybe I'm missing something here.

 

["a", "b", "c"] param [-1, "d"] returns "d" for me (1.65.139045)

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