Ezcoo 47 Posted July 8, 2019 Hey everyone! I thought I'd start a topic for sharing my scripts to the community. Feel free to use them! The scripts are shared using MIT license that can be found from the code repository. It would be nice if I got credited for the scripts, and even nicer if you sent me a message about where you're using the scripts! ☺️ Enjoy! Share this post Link to post Share on other sites
Ezcoo 47 Posted July 8, 2019 The first script features a tag below players that's only shown if the unit is large enough on user's screen to be recognizable. The script works in all zoom levels and even with eg. binoculars and rangefinders (thanks to Killzone Kid for awesome zoom level script!). I think this could be potentially an useful script for eg. RP servers or other gamemodes that need the functionality to identify other units realistically. A link to the script with example mission below: https://github.com/Ezcoo/ScriptSnippetsByEzcoo/tree/master/recognizeSurroundingPlayers.Tanoa 2 Share this post Link to post Share on other sites
Ezcoo 47 Posted January 26, 2020 The second script evolved in the process of creating the awesome Revolution gamemode (check it out!) features functionality to monitor the terrain objects surrounding given position or object like player. The function is also blazing fast, requiring only 0.0006 ms to run with searching distance of 70 meters. https://github.com/Ezcoo/ScriptSnippetsByEzcoo/blob/master/searchFromTerrainObjects/monitorSurroundings.sqf Enjoy! 😄 Share this post Link to post Share on other sites
Ezcoo 47 Posted January 27, 2020 A much more adjustable version of the script linked in the previous message has been released:https://github.com/Ezcoo/ScriptSnippetsByEzcoo/blob/master/searchFromTerrainObjects/monitorSurroundings.sqf 1 Share this post Link to post Share on other sites
LSValmont 789 Posted January 27, 2020 On 7/8/2019 at 3:34 PM, Ezcoo said: The first script features a tag below players that's only shown if the unit is large enough on user's screen to be recognizable. The script works in all zoom levels and even with eg. binoculars and rangefinders (thanks to Killzone Kid for awesome zoom level script!). I think this could be potentially an useful script for eg. RP servers or other gamemodes that need the functionality to identify other units realistically. A link to the script with example mission below: https://github.com/Ezcoo/ScriptSnippetsByEzcoo/tree/master/recognizeSurroundingPlayers.Tanoa Thank you Ezcoo. I believe that the onEachFrame command found here: https://github.com/Ezcoo/ScriptSnippetsByEzcoo/blob/master/recognizeSurroundingPlayers.Tanoa/onEachFrame.sqf Was replaced by this: https://community.bistudio.com/wiki/BIS_fnc_addStackedEventHandler Just a heads up! A small request if you could do a monitorSurroundings.sqf but that instead of world objects it scans for other units and vehicles. Other than that keep those useful scripts comming! Share this post Link to post Share on other sites
Larrow 2795 Posted January 27, 2020 3 hours ago, LSValmont said: I believe that the onEachFrame command found here: https://github.com/Ezcoo/ScriptSnippetsByEzcoo/blob/master/recognizeSurroundingPlayers.Tanoa/onEachFrame.sqf Was replaced by this: https://community.bistudio.com/wiki/BIS_fnc_addStackedEventHandler https://community.bistudio.com/wiki/Arma_3:_Event_Handlers/addMissionEventHandler#EachFrame 1 1 Share this post Link to post Share on other sites
Dedmen 2588 Posted January 29, 2020 On 1/26/2020 at 11:13 PM, Ezcoo said: The function is also blazing fast, requiring only 0.0006 ms to run with searching distance of 70 meters. I don't see how a while true loop can run that fast... as.. it never exits and even has a sleep in there. Btw a small improvement: if (_cursorTargetRequired) then { if ((str cursorTarget find _x) != -1) then { _givenObjectFound = true; _isCursorTarget = true; } else { _givenObjectFound = true; }; } else { _givenObjectFound = true; }; -> _givenObjectFound = true; if (_cursorTargetRequired) then { _isCursorTarget = (str cursorTarget find _x) != -1; }; Also the forEach there is pretty inefficient, if you just want to see if you can find atleast one object. Why do you iterate all of them even if the first one was already the object you were searching for? 1 Share this post Link to post Share on other sites