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lawman_actual

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Everything posted by lawman_actual

  1. I imagine that it is simply the default action for a MP mission when all players are dead, but having never created a MP mission I can't say for sure. One of the most common ways of adding your own scripts to handle deaths is to switch the player to a 'container' elsewhere that is still alive. You'll need to use selectPlayer in conjunction with switchCamera as part of an event handler for each player. Alternatively, you can respawn the unit and switch their camera immediately after respawn. This is how I've seen it done in MP missions I play and it works well - the unit is just left in a corner of the map somewhere. This way, the player is kept alive in a sort of 'holding area' while their camera displays whatever you want it to while they are dead. For all intents and purposes the player is 'dead'; with no input to the game (except for whatever camera controls you allow them) but the engine still believes players are alive and shouldn't end the game. I'll see if I can find an example for you shortly. EDIT: apologies if you've already tried this. I read you post again and it looks like you might have done
  2. lawman_actual

    Delete/Destroy Minaret on CUP Map

    Update: - Ran with just the mod containing the Map, issue persisted. - Building can be destroyed with a hail of 230mm rockets - Still can't hide or setDamage on the building - Minaret is being found with nearestTerrainObjects and is returned as the first entry in the array Here is the returned value for the minaret: 23689920b80# 33559: a_minaret_porto_ep1.p3d
  3. I feel like this should have been asked and answered somewhere already but I haven't found it yet. I'm working on the Takistan CUP map and have just discovered that the minarets are indestructible. This is most unfortunate since I've just spent a while working on a script to detonante an IED inside one which I was really hoping would bring the building down. I was looking into ways of destroying and deleting objects that are already part of the terrain but haven't yet been able to get it to work with CUP buildings. Is there a way?
  4. lawman_actual

    Delete/Destroy Minaret on CUP Map

    I have attempted to use hideObject on the minaret in question with no success yet, using the game logic and nearestTerrainObjects method described above
  5. lawman_actual

    Delete/Destroy Minaret on CUP Map

    I hadn't actually considered that. I have a fair number of add-ons loaded so I'll have to run some tests and report back.
  6. lawman_actual

    Trip-Wire Event Handler?

    Good to know, thanks everyone for your contributions
  7. lawman_actual

    Trip-Wire Event Handler?

    Ok thanks grumpy. Managed to make do with a "on-enter" trigger but it's a bit fiddly as the area trigger only seems to work if a certain point on the unit enters it (probably somewhere on the torso) It doesn't seem to be enough to have a units legs pass through the trigger. For those interested, you can allow "defusal" of the trigger by adding an "is alive" check to the tripwire. I also have an "is alive" check for the explosive located elsewhere: if ((alive lawTrip01) && (alive lawIED1)) then {deleteVehicle lawTrip01; lawIED1 setDamage 1;}; By deleting the tripwire when the trigger is activated, the explosion of the wire itself is negated.
  8. lawman_actual

    Making Cargo Animation Smooth

    Nobody knows? That is a shame
  9. I'm looking for help making an animation look nice. I've got a scenario where players have the option (via action menu) to jump down from a wall thats about 5m height. I've found the animation for jumping from the back of the cargo truck which fits in nicely: AcrgPknlMstpSnonWnonDnon_AmovPercMstpSrasWrflDnon_getOutHigh The problem is that the animation doesn't start from a point an jump forward. Rather, it starts at the end-point, teleports the player back and up and then starts the jump animation. Now naturally I've worked out the right sort of distance and height the jump occurs from so I can just teleport the player to the end-point and initiate the animation. However, the teleport is noticable, and it looks...well kind of awful. I'm hoping somebody has a method of overcoming this or perhaps knows of a different way that doesn't use this particular animation. Here's what I have so far: /////////////////// FIND INFO ABOUT UNIT /////////////////// _unit = (_this select 0); _bearing = getDir _unit; _startPosATL = getPosATL _unit; /////////////////// ASSESS JUMP VIABILITY /////////////////// _jumpDistanceLateral = 1.75; _startHeight = _startPosATL select 2; _endHeight = 0; _jumpEndPoint = [_startPosATL,_jumpDistanceLateral,_bearing] call BIS_fnc_relPos; _jumpEndPoint set [2,2.6]; _lineStartZ = (_startPosATL select 2) + 0.5; _lineEndZ = 0.5; _lineStart = [_startPosATL select 0, _startPosATL select 1,_lineStartZ]; _lineEnd = [_jumpEndPoint select 0, _jumpEndPoint select 1,_lineEndZ]; And then: if (!lineIntersects [_lineStart,_lineEnd]) then { _cam switchCamera "Internal"; camUseNVG true; sleep 0.5; setAccTime 0.1; _unit allowDamage false; _unit switchMove "AcrgPknlMstpSnonWnonDnon_AmovPercMstpSrasWrflDnon_getOutHigh"; _unit setPosATL _jumpEndPoint; }; sleep 3; _unit allowDamage true; setAccTime 1; player switchCamera "internal"; camDestroy _cam; Note that the camera and time slowing is just so I can observe what it looks like from the point of view of someone else. YES this mission is multi-player so I can't just ignore it and stick to first person. YES I have run the sequence with time ACC set to 1.0 and yes the teleport is still visible at this speed.
  10. Recently (since upgrading to Windows 10) I've been seeing horrendous FPS when playing Arma 3 (around 5FPS much of the time), while playing both offline and online. Oddly it comes in 'bursts'. Frame rate will drop to 5fps for say 20 seconds, then I'll have a couple of seconds of smooth play before it drops again. I am using a Dell Inspiron 15 with intel i7 and have recently upgraded to Windows 10. I have noticed that "System and Compressed memory" is running very high memory consumption (in the region of 1,000mB/s and wondered if this was related. I have tried various approaches to fixing this, including; - Complete shut down of system - Updating drivers for Intel Rapid Storage, nVidia Graphics and BIOS - Running System File Checker (returned no errors) - Running DISM (returned no errors) - Running a full Virus/Malware scan with both windows defender and malware bytes (separately of course) - Re-Installing Arma 3 I've been in contact with Microsoft support who so far have only suggested that I perform a clean boot, which i did but it did not help. Since they are being very slow (perhaps taking a break over Easter?) I decided it was time to see if anybody here might have some wisdom they can share. Many thanks, Law
  11. lawman_actual

    Type Number, expected Control: error

    Apologies; probably should have given that a bit longer before asking. Once i remembered there was also cbSetChecked it worked. Thanks for your help guys
  12. I'm trying to set a checkbox as unchecked, but I get the error stating "type, number. Expected, control" I've checked the control idc and it matches what i've typed in the script...so I don't know how to get that "number" recognised as an idc. {_x ctrlSetChecked false;} forEach [2801,2802,2803]; I've also had a similar thing before where I was storing group names in an array, but was later unable to issue a command using that recalled group name because it was a "string" as opposed to a "group", even though tests showed that the group name matched the string exactly. Thanks, Law
  13. lawman_actual

    Type Number, expected Control: error

    Well i'm not getting an error anymore, but the desire outcome still isn't ocurring. //If HE ranging selected: if (_IdcAsNumber == 2800) then { hint "Marker check"; ((findDisplay 0002) displayCtrl 2801) ctrlSetChecked false; ((findDisplay 0002) displayCtrl 2802) ctrlSetChecked false; ((findDisplay 0002) displayCtrl 2803) ctrlSetChecked false; //{((findDisplay 0002) displayCtrl _x ) ctrlSetChecked false;} forEach [2801,2802,2803]; }; The aim is that only one of four boxes can be checked. So i figured when any one is checked, it can set the other 3 to unchecked. However, when I run a test and check 2801, then 2800 - nothing happens. Both boxes remain checked even though the "Marker check" correctly trips. I've tried both with and without the foreach
  14. lawman_actual

    Need a map

    You'll find a bunch of tutorials on YouTube on how to use the editor. It's a great way to test out different vehicles (just by placing them on the map) or weapons/items etc (you can right-click on a placed unit and select "edit loadout" to do this from the very start) Have fun!...and once you get more confident you might even start making your own scenarios :)
  15. lawman_actual

    Type Number, expected Control: error

    I think this is what i failed to grasp thus far. As an example, I have used these in the same file and they seem to work fine...which I think led me to be confused between idc and control: ctrlSetText [1002,(format ["%1",_providerMunition])]; //Set Munition ctrlSetText [1004,(format ["%1",_providerSize])]; //Set Battery Size ctrlSetText [1007,(format ["%1",_providerMin])]; //Set Min Dist ctrlSetText [1008,(format ["%1",_providerMax])]; //Set Max Dist ctrlSetText [1010,(format ["%1",_providerPos])]; //Set POS Now i see that in the syntax it asks for idc in the setText example, rather than control. Anywho, I'll go back and try out the suggestion. Thanks (Sub-note: massive thank you to KK for your GUI tutorials, among your other work. I'd have really struggled without it)
  16. lawman_actual

    Need a map

    It seems to me you'd be fine just going into the editor and placing what you want to play around with yourself. It is honestly the simplest conceivable process. It would take you all of 5 minutes to place down a blackfoot, make yourself the pilot/gunner and a small cluster of enemy to practice shooting at.
  17. lawman_actual

    Type Number, expected Control: error

    Note: error in title fixed as of 16:22
  18. Struggling to find an answer to this, though I'm sure it's mighty simple. I have made a UI, opened via command menu. I'd like to be able to open the map while that GUI is open, but can't find out how. Other small things I'd like to do that aren't working: - close the command menu when GUI is opened - make the GUI moveable. Here's my current class as defined in dialogs.hpp: class fireMissionPage1 { idd= 0001; movingenable = true; showOverMap = true; onLoad = "ExecVM 'loadGuiArtyPage1.sqf'"; class controls { //(CLASS CONTROLS OMITTED TO SAVE SPACE) } }
  19. lawman_actual

    Enable to view map while GUI active

    So it's not possible just to have the in-game map open as normal over the top or underneath the UI? Killzone kid mentions the showOverMap thing in his tutorials but i haven't been able to get it to work UPDATE: just tried opening the UI with the map open. The UI correclty opened (hence the showOverMap working) but you couldn't move the map. So yeah, i guess you're right. I'll see if I can put together a map control...presumably you can script it so that this opens when the M key is pressed and the UI is open
  20. Can't work out why this is defeating me, but here goes. I've made a tree-dialog control, which is automatically populated based on artillery units alive in the mission. Parent headers are "Mortar", "Howitzer" and "MLRS" respectively, and under each heading is listed the group name. So...all I need to do at this point is re-obtain the name of whatever group is selected so I can process it through another part of the script. But I can't seem to find the right function to tell me the text entry of whatever path is selected for the given IDC? Entry in dialogs.hpp: class providerTree: _CT_Tree { idc = 1500; text = "" //--- ToDo: Localize; x = 1.2375; //Was 0.25 y = -0.02; w = 0.4; h = 0.18; colorPicture[] = {1,1,1,0}; colorPictureSelected[] = {1,1,1,0}; colorPictureDisabled[] = {1,1,1,0}; colorPictureRight[] = {1,1,1,0}; colorPictureRightSelected[] = {1,1,1,0}; colorPictureRightDisabled[] = {1,1,1,0}; onTreeSelChanged = "incomingData = +_this; nul = execVM ""GuiArtyChangeForm.sqf"" ; false"; }; GuiArtyChangeForm.sqf: //___________________________________________________________________________________________________ //Extract incoming Data: //Note that incomingData variable is equal to _this when selection is made (returns in format [idc,path]) //¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬ _IdcAsText = format ["%1",(incomingData select 0)]; _IdcAsNumber = parseNumber _IdcAsText; _PathSelected = incomingData select 1; //systemChat (format ["%1",incomingData]); //systemChat (format ["%1",(tvText [(1500), [0,1]])]); //___________________________________________________________________________________________________ //If Modified Field is PROVIDER: //¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬ if (_IdcAsNumber == 1500) then { //If path contains more than 1 entry (is not title), proceed to extract unit name: if ((count _PathSelected) > 1) then { lastProviderArty = lbText [(incomingData select 0), _PathSelected]; }; }; I've tried using tvText, tvData, tvValue.... mostly they return completely blank, but one of them seems to return -1. Nothing i've found seems to give me back the text value of the selected field, which in this case displays as Alpha 2-2 or whatever, being a group name.
  21. lawman_actual

    Value (?) of entry in CT Tree - GUI

    Problem fixed, with special thanks to Dmitry Yuri (Zeus community) I think it came down to forgetting about zero-based systems within the sub-group. (I know, stupid right)
  22. lawman_actual

    Difficulty Setting Up 'Tree' GUI control

    Aye, thanks Hover. I did manage to find that in the end, but was surprised the tv command family wasn't mentioned in the ct_tree biki page
  23. lawman_actual

    Difficulty Setting Up 'Tree' GUI control

    Thanks Spike; success. FYI for future readers, the same also occured for a bunch of other picture-based parameters. Here's the additional fields to need to add on top of the recommended class given by the biki: colorPicture[] = {1,1,1,0}; colorPictureSelected[] = {1,1,1,0}; colorPictureDisabled[] = {1,1,1,0}; colorPictureRight[] = {1,1,1,0}; colorPictureRightSelected[] = {1,1,1,0}; colorPictureRightDisabled[] = {1,1,1,0}; Now all I have to do is work out how to add information to the tree at the different levels...
  24. lawman_actual

    XBOX Controller Sensitivity Issue

    OK fellas, thanks a bunch. I'll check it out once I find my controller again...(I recently moved house and think i left it with one of my friends)
  25. lawman_actual

    XBOX Controller Sensitivity Issue

    Thanks aphid I was hoping to avoid downloading programs where possible (just got a new laptop and I'm still under the delusion I can keep it relatively clutter-free), but if there is no suggestion otherwise for how to overcome this then I may have to look into it. I did attempt to modify the mouse pointer too, but it seemed to have no notable bearing on the controller's sensitivity. It seems to me that ensuring the stick is being pushed entirely on the X or Y axis alone does increase the speed a little (still far too slow though), so I wonder if it is having difficulties coping with combining X and Y axis inputs from the controller. I noticed there are mapping options for look Up-Left with head movement, but not for general aiming.... (Not sure where I'm going with this anymore...just providing food for thought)
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