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  2. Maybe I'm not crazy after all and its not just me! Thanks for the slick test function.
  3. @johnnyboy, It's like units are a black void for this function. Weird. You would think that's the primary purpose. I made example one a toggle-able function for testing,
  4. haleks

    Ravage

    Hello Ravagers! Time for another update guys! This release introduces a small immersion-enhancement script to improve AI reactions to nearby gunshots, plus the usual tweaks and fixes : SP players may see a slight improvement performance-wise, although a lot of work remains to be done in that area... Have fun fellas, and thank you for your support! 😉
  5. this is what the variable - _deviation = _BAG_pos2 distance2D _BAG_pos1 - is for. you can leave _BAG_CV out of the check if you want to...
  6. Thanks RCA3. That KillZone Kid example is what I based my experiments on. If you run that code you see the weapon line drawn which is exactly what I want to use to see if it intersects an AI unit. Unfortunately when I use this technique with any of the intersects commands, I can't get them to return the AI man object in the array of intersected objects. I'm probably doing something wrong, but can't figure it out. 😖
  7. LCpl -Ret- Tree

    [Terrain] Uzbin Valley

    Looks excellent! I'm glad to see more maps from Afghanistan.
  8. Absolutely. 🙂 I will be glad to see that several of them can be used, of course. This would make the mission even more interesting, immersive and different. 🙂 STEAMER DEMO - https://steamcommunity.com/sharedfiles/filedetails/?id=1583019457 FARMER_DEMO - https://steamcommunity.com/sharedfiles/filedetails/?id=1754395063 SWARMER DEMO - https://steamcommunity.com/sharedfiles/filedetails/?id=1600341018 FLAMER DEMO - https://steamcommunity.com/sharedfiles/filedetails/?id=1571215652 DUST SFX DEMO - https://steamcommunity.com/sharedfiles/filedetails/?id=1439985051 STRIGOI DEMO - https://steamcommunity.com/sharedfiles/filedetails/?id=1395604511 FARTY DEMO - https://steamcommunity.com/sharedfiles/filedetails/?id=1387608563 Floating Objects DEMO- RE-UPLOAD - https://steamcommunity.com/sharedfiles/filedetails/?id=1387052380 Smuggler DEMO - https://steamcommunity.com/sharedfiles/filedetails/?id=1280778159 WORM DEMO - https://steamcommunity.com/sharedfiles/filedetails/?id=1270139905 Screamer DEMO - https://steamcommunity.com/sharedfiles/filedetails/?id=1266606112 Burper DEMO - https://steamcommunity.com/sharedfiles/filedetails/?id=1266048707 Sparky DEMO - https://steamcommunity.com/sharedfiles/filedetails/?id=1264549061 Gravity Script DEMO - https://steamcommunity.com/sharedfiles/filedetails/?id=884555116 I mostly would like to use: STEAMER DEMO, DUST SFX DEMO, DUST SFX DEMO, FARTY DEMO, Floating Objects DEMO- RE-UPLOAD, Burper DEMO, Sparky DEMO and Gravity Script DEMO as they are typical anomalies for a S.T.A.L.K.E.R.-style anomalies. The others are more like creatures. And I can also add the post-apocalyptic demo in the end to complete the whole atmosphere! 🙂 What can be done in this case? 🙂
  9. Hey, just found this: https://community.bistudio.com/wiki/weaponDirection (Example 2) Draw AI eye direction (green) and weapon direction (red) in 3D: bob = createGroup east createUnit ["O_Soldier_F", [0,0,0], [], 0, "NONE"]; bob setVehiclePosition [player modelToWorld [0,100,0], [], 0, "NONE"]; onEachFrame { _beg = ASLToAGL eyePos bob; _endE = (_beg vectorAdd (eyeDirection bob vectorMultiply 100)); drawLine3D [ _beg, _endE, [0,1,0,1]]; _endW = (_beg vectorAdd (bob weaponDirection currentWeapon bob vectorMultiply 100)); drawLine3D [_beg, _endW, [1,0,0,1]]; }; Give it a try. (Can you get intersection from drawLine3D? 🤨).
  10. I'm an old coder, it's been there since a long time in all my inits, and the documentation I could find says nothing for it or against it. I guess if it's not broken don't fix it would be the answer. Of course I'm curious and if you know something else about it please tell me. I used to read your blog posts a long time ago, and I've 'borrowed' your code pieces more than once.
  11. I guess the best thing I can do is to provide a code you can test, so let me narrow it down to the bear minimum. init.sqf if (!isDedicated) then {waitUntil {!isNull player}}; //wait for the simulation to start waitUntil {time>0}; //Finish world initialization before mission is launched. finishMissionInit; if (!isNull player) then { [] call compile preprocessFileLineNumbers "SAC_TEL\main.sqf"; }; main.sqf if (isNull player) exitWith {}; SAC_TEL_teleport = { hint "Hey! I'm working!"; systemChat "Hey! I'm working!"; }; SAC_TEL_manager = { hint "Waiting 120 seconds..."; systemChat "Waiting 120 seconds..."; sleep 120; hint "I'm disabling the teleport."; systemChat "I'm disabling the teleport."; SAC_TEL_allow = false; }; SAC_TEL_allow = true; [] spawn SAC_TEL_manager; ["Reconnect Teleport","sac_teleport_key", "Teleport", {if (SAC_TEL_allow) then {[] spawn SAC_TEL_teleport}}, "", [20, [false, true, false]]] call CBA_fnc_addKeybind; When you JIP that, you'll see instantly the "I'm disabling the teleport" hint, and the systemChat lines "Waiting 120 seconds..." and "I'm disabling the teleport." one after the other, without the wait. If you want I can replace the CBA key system call with a native keyboard hook. BTW thanks for all the answers.
  12. Thanks Gizz, I'll try it out when I go into Arma later. But it may not work for me because, I think this test... ...is checking if eyepos shooter can see aimpos of target (if I understand this code correctly). What I want to know is if the weapon is pointing directly at the target. Example: Shooter is standing, and target is prone 5 meters away. If shooter is facing the target, and 2D weapon direction is toward target, that is not good enough, because weapon may be pointing above the prone target. What I need to know is if weapon is pointing down exactly at target (so if shooter was to shoot, they would hit the target).
  13. chernaruski

    Chernarus Redux [WIP Release]

    Emergency Broadcast incoming... A release candidate is undergoing a final changes and bug fixes. You can have a glimpse of what will be changed under "Release Candidate" section of our public roadmap https://trello.com/b/SQbMmUkx/chr-dev-road-map-external
  14. Hi johnnyboy, this is what I use: I use it in an oneachFrame eventhandler, but you can use it in a while loop or whatever. Basic Idea or source of this script, is actually not mine. Found in some forum threat.
  15. Thanks for the reply. I tried all the different intersects commands, and none of them were returning object of type "Man" though.
  16. @johnnyboy, If you see the return array no problem maybe just this instead? lineIntersectsObjs
  17. i9-9900K has same or better overall framerate than R9 3900X in games like Metro Exodus, Shadow of the Tomb Raider, Assasin's Creed Odyssey, Far Cry5, The Division 2 and Battlefield 5. But R9 3900X has more stable/calm/fluid framerate and its threads load is most of the time lower than 50%, whereas i9-9900K threads load tends to go above 50%. Here one can see the % of frames skipped by i9-9900K vs R9 3900X in The Division 2, while streaming with OBS in 1080p (CBR - constant bitrate) 10.000 bitrate slow preset at different FPS locks. i9-9900K skips 82% of frames at 60 FPS lock whereas R9 3900X skips only 1.1% of frames, which results in much much more fluid visual experience. R9 3900X skips only 1.7 % of frames even at 70 FPS lock, which is still very fluid. R9 3900X skips 62% of frames only when FPS lock is raised to 80 FPS. i9-9900K skips 3.2% of frames only if FPS lock is lowered to 40 FPS and the stutter is still very noticeable. R7 3700X skips 5.1% of frames at same 40 FPS lock as i9-9900K.
  18. Today
  19. @black_hawk_mw2_87, May I see the the effects you're talking about? Just link the page.
  20. This is absolutely awesome. To be honest, I didn't believe it would be doable and now I would follow your idea, but I don't have the knowledge needed. That's why I asked so many questions and tried to provide as many ideas as possible. I totally agree with your way of thinking and making this possible. Perhaps I need to read more about your suggestions or relay on your great experience. 🙂 I will be absolutely glad to ask you for the best possible solution. 🙂 And this script would be more than helpful for anyone who has such ideas for missions creation! 😉 Thank you in advance! 🙂
  21. Rename the texture file temporarily?
  22. DSabre

    Flying Circus

    that would be fun. I had plans to add some sort of animation to make them longer. I wonder if there is even some better way of doing it. Perhaps, someday. Geo Lod detection goes crazy beyond 40 meters though so it's nothing trivial
  23. Smart Games

    Screamer on kill

    You could use setvariable/getvariable. init.sqf: player setvariable [“tkill“,“false“]; [] execVm “tkcheck.sqf“; onplayerkilled.sqf: _killer setvariable [“tkill“,“true“]; tkcheck.sqf: while {true} do { _sleep 0.05; _state = _unit getvariable “tkill“; if (_state == “true“) do { player setvariable [“tkill“,“false“]; //call here the scream(code) }; };
  24. @black_hawk_mw2_87, Totally do-able. Make a function full of configurable triggers. Use the function call (with random params from array) to call the effect triggers (script). Make a few triggers which represent areas where an anomaly might appear (editor). When the player enters an editor placed area trigger it calls the trigger function using randomly generated params which dictate the state of the spawned triggers. It spawns all the triggers each time but some of them are disabled, some of them have different effects, whatever condition they received from the random params. Triggers delete when player exits the area. params sent to the trigger could be something like, _size, _timeOut, _typeEffect If _size is zero player can't activate. _timeOut could be determined by the effect to spawn (some effects take longer to initiate perhaps). _typeEffect determines which effect is created. Get back to me if you think that's the right idea and I'll help you write the function. You may place as many invisible helper objects as you please. Have fun!
  25. Nichols

    [WIP] Black Hornet PRS

    I'm not sure exactly what is wrong. It went from not being flyable but able to at least maintain position against ACE wind but once you remove the auto hover and attempt to fly its extremely uncontrollable. I have evened out the weight on the nose and tail in Object Builder; I have tweaked the flight characteristics; I have increased and/or decreased overall mass (weight) of the drone in Object Builder but nothing is fixing the death flip as I am going to call it now.
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