DBO_ 0 Posted August 7, 2007 Basicly mortar fires lets say 380 meters in normal view but when mortar is firing and i am in map mode it only goes 38 meters. i have tried various distances and all seem to be scaled by 1/10 in map mode. (i.e pressing m and viewing map) . i am using onMapSingleClick , i can see this being the issue because obviously when i am in mapmode the coord of the _pos in map mode is being scaled but is it right that its doing this ? i cant tell if this is a long standing bug or just a price we pay for map view any thoughts ? Share this post Link to post Share on other sites
fasad 1 Posted August 7, 2007 can you explain what is happening a little more thoroughly? eg: what mortar? addon? is it a ballistic trajectory or faked with scripts? who is firing? is it the same soldier looking at map? Share this post Link to post Share on other sites
DBO_ 0 Posted August 7, 2007 Quote[/b] ]what mortar? addon? is it a ballistic trajectory or faked with scripts? who is firing? is it the same soldier looking at map a) what mortar? : BIs m119 b) addon? no c) is it a ballistic trajectory or faked with scripts? it is bis trajectory modified through init eventhandler d) who is firing? AI e) is it the same soldier looking at map ? no i am the forward observer clicking on the map . Having studied in more detail it appears that whilst in map mode the cycle of my sqf is running 10 x faster whilst i am in map mode than when i am looking at 3d world. project scrapped thanks for your time. P.s if anyone does know of a limitation other than what i have concluded here pls let e know i may go back to it. Share this post Link to post Share on other sites
ColonelSandersLite 0 Posted August 7, 2007 I'll give it odds I know exactly why the script is running faster in map mode. I'm betting that you're using a waituntil in your script to stop it from eating resources right? waitUntil is synched with the frame rate, therefore when you go into the map with its higher framerate, it messes up the scripting. The solution is to use an arbitrary sleep value instead. Share this post Link to post Share on other sites
DBO_ 0 Posted August 7, 2007 well i even tried it with sqs with no waits at all and same result only not 1th speed but maybe 3 10ths speed of cycle, but you know what . i really do believe that when i am in map view, the bloody scale of everything is being reduced. anyway i will go back to it later. Here is a video sorry for shit detail numbers are top right hint = 405 distance from onsinfmapclick to arty first row of numbers = 412 blahhh vertical drop speed 20 then in map view first row of numbers = 88 blahhh vertical drop speed 20 412 and 88 are the distance at which the shell explodes from the artillery piece . yeh are real shells not created ,just bis ballistics dragged down using an event handler . the video Share this post Link to post Share on other sites
ColonelSandersLite 0 Posted August 7, 2007 You should really post your code man. There's several of us sitting around that could probably get the problem sorted in no time flat . Share this post Link to post Share on other sites
UNN 0 Posted August 7, 2007 Quote[/b] ]well i even tried it with sqs with no waits at all and same result only not 1th speed but maybe 3 10ths speed of cycle, but you know what . i really do believe that when i am in map view, the bloody scale of everything is being reduced. In OFP the onMapSingleClick comand would return world coordinates. Is that what your using to get the designated target positions? If your using the new dialog events, or they have changed the onMapSingleClick in Arma. Then you might have to convert the map coodinates to world coordinates, using ctrlMapScreenToWorld. Share this post Link to post Share on other sites
DBO_ 0 Posted August 7, 2007 Never knew about them i will try it later its because of fps I was using onmapsingleclick for the record . Anyway someone pointed me to mandobles arty so i will put this on the backburner , thanks for the advice all. @ below = fasad Yep your right it was not singleclick it was fps. to put it in laymans terms i was applying the break to the m119 shell in my sqf . sleep .001 which was actually more of a .01 when i was looking at a town or vegetation because i take it my cpu was bogged (give me noob licence here) , so all my height calculations and distances where corect as long as i had 25-30 fps . but as soon as i went to map view my fps shot to 100 or so and the sleep of .001 was actually intime and the breaks were applied more frequently,thus ending in the shell arcing to ground in 0ne 10th the distance. Share this post Link to post Share on other sites
fasad 1 Posted August 7, 2007 I have successfully used onMapSingleClick (within a mini-map in a custom dialog) to define the artillery target position, although I was deleting the shells in flight, then re-creating them at the other end. So onMapSingleClick is probably not the problem. Share this post Link to post Share on other sites