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kujina

Setting the view distance higher in a mp missions?

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I'm playing a couple of multiplayer co-op missions with my friend where I would like to set the view distance higher.

I have tried what this THREAD suggests  but with no success???

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In a gamelogic INIT: setViewDistance 1200 for all players

or if you want it set only to a certain unit or vehicle put the same into the unit or vehicles INIt:

hope this helps.

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I want to increase the view distance on a custom co op mission I download, I tried to open it in the mission editor in the game, but with no success.

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You'll have to decompress/decrypt the PBO and extract the component files using a tool such as UnPBO. Once that is done, you can modify it in the editor and export it back to your multiplayer directory.

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Thanks Mister Frag.

Has anyone been able to get the "init.sqs" file to do the same as someone called KeyCat explains in thisTREAD

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>Has anyone been able to get the "init.sqs" file to do the same as someone called KeyCat explains in thisTREAD

(Raises hand) I have. Adding a line like, say

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">setViewDistance 1500;<span id='postcolor'>

to a/the init.sqs file will give all players a 1500 m view distance, regardless of what they have specified in the game settings.

(Note: going to the video settings and back to the game again will reset the view distance to whatever your prefs are)

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">(Note: going to the video settings and back to the game again will reset the view distance to whatever your prefs are) <span id='postcolor'>

wow.gifsad.gifcrazy.gifmad.gif

!!!! CHEAT ALERT !!!!

damn another thing BIS forgot to think about, if it's true

From the point of view of a mission maker (as i am), this sounds horrible.

Imagine a mission, where you want to reduce the viewdistance

to decrease long-range sharpshooter's abilities crazy.gif

~S~ CD

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">(Note: going to the video settings and back to the game again will reset the view distance to whatever your prefs are)

!!!! CHEAT ALERT !!!!

damn another thing BIS forgot to think about, if it's true

<span id='postcolor'>

False Cheat Alert confused.gifwink.gif

I tried to reproduce this. No matter how hard I tried, I was never able to change the distance set by viewdistance. I opened video settings and went to game again using all four possible ways (Escape key, Entrer key, Cancel button, OK button), and still the viewdistance set in the mission was used.

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Tanks SUMA for your quick reaction on trying to reproduce

this (without success).

smile.gif  Happy again to be able to use setviewdistance in an

efficient way.

:edit - btw - the word "damn" in my post has nothing

to do with "damn to whoever regular", nor should it be seen as offense to anyone doing his work or just playing, nor should it downgrade the hard and excellent

work you did and are still doing on this game.

It's just been a "damn" to those CHEATER's out there, who

always find some holes where to go thru to be "better" than

the regular player's.

~S~ CD

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Suggestion.

Joltan (acka as Daddlid) wrote a little script very easy to implement wich negotiates the best viewdistance for all players.

You can find his script at his Site under downloads / scripts - Viewdistance multiplayer script, wich comes with a demo mission (note that to see it working u need to b on multiplayer).

If u have any problems implementing it just contact me or unpbo one of my missions (as i used a "showstats" hint insted of action menu stats).

I have 2 missions that use that script, on this forum, under User missions, search for my nick there wink.gif

Good luck

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Together with the option to skip intros and Kegetys spectator script for missions without respawn the viewdistance script is a MUST for any mission made now imho. These 3 scripts enhance playing fun ALOT.

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Oops - sorry to have caused all this...should have thought a bit more before I wrote this:

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">(Note: going to the video settings and back to the game again will reset the view distance to whatever your prefs are)<span id='postcolor'>

Indeed, in a MP game that statement is not true, thankfully. In a SP game, however, you can do that - i.e. re-set the view distance to your own preferences.

...goes and stands in the corner for a while...

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Daddl's auto view distance is great, it will check all players connected and read the CPU benchmark from flashpoint.cfg and add a top limit of around 65% Benchamark and works great on dedicated servers.

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Viewdistance Negotiation script

NEGOVIEW.SQS V1.4

by Daddldiddl (daddldiddl@gogodot.net)

Website: http://daddldiddl.de

This script negotiates a common viewdistance between clients and server in an mp envireonement. Input parameters may be actual viewdistances or you can select between two automatic modes offering higher or lower viewdistances. The viewdistances are calculated based on the benchmark of each computer multiplied with a certain factor - lowest result is then used on all clients.

When I came upon a simple script by Dinger some months ago I found the idea to use higher viewdistances in mp games without ruining gameplay for players with low-end machines intriguing. Unfortunately Dinger's script didn't work very reliable (it just had each computer repeatedly send out his value a few times, with the lowest value received being stored and used).

This script uses a challange/response mechanism that is faster (no unescesary repetitions) and more reliable. It works in MP & SP (although there are far simpler solutions for SP) and it can be easily configured for your personal needs. You can have the script set the viewdistance for you or you can just use the returned viewdistance value to set it later (for example after the intro has finished).

How to include it in your missions? Basically a simple line in the init.sqs is enough:

[parameter] exec "negoview.sqs"

The parameter given to the script may be either

[0] exec "negoview.sqs"

will start the script in 'low viewdistance automatic' mode,

using a default factor of 0.35 (adjustable in the script header)

[1] exec "negoview.sqs"

will start the scrupt in 'high viewdistance automatic' mode,

using a default factor of 0.65 (adjustable in the script header)

or the desired viewdistance in meters, for example

[3000] exec "negoview.sqs"

would start the script with 3000m viewdistance. The script will

then use this as the default viewdistance and only reduce it if

one of the connected machines can not support this distance

(determined by using the factor for the 'high viewdistance automatic'

mode, default 0.65)

If you want to use a parameter you can select from the slot selection screen, like in this demo mission, then check the included description.ext and see how I used the respective parameter (param2) in the init.sqs. Or just look up any tutorial on how to use the reserved variables param1/param2 to allow people to setup game parameters from the slot selection.

The script sets the viewdistance iteratively during the negotiation process. If you don't want this, but rather prefer to set it manually (for example after your intro has finished), you can set the parameter _allowImmediateAdapt in the script header to false. You must then set the viewdistance using the global variable 'DDL_GLOBALSERVERDISTANCE' (i.e.: 'setviewdistance DDL_GLOBALSERVERDISTANCE'wink.gif.

Remember that the script tries to negotiate the viewdistance for a certain time (default 60 seconds, can be adjusted in the script header), and that the global variable may change during this time at any moment. Usually there should be no changes after the first few seconds, but network lag/desync may cause clients to report late to the server. So do not set the negotiation time to less than 15 seconds and set the viewdistance manually only after that time has passed or use the iterative adjusting.

If you want to avoid or modify the messages reporting the viewdistance at the end of the negotiation time, just modify/remove the two lines at the end of the script. The global variable DDL_GLOBALSERVERDISTANCE can be used to display the selected viewdistance using the action menu (see the demo mission for an example) or in hints, radio messages, etc.

Enjoy,

Daddldiddl

April 2003<span id='postcolor'>

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