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zambiandude

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About zambiandude

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  1. zambiandude

    Animations and BIS_fnc_MP

    Ok so have been trying to wrap my head around this for the past week and am getting nowhere. Basically i have an addaction that is activated when you are next to a target (in this case its a fellow player) which then calls a particular script when selected by the player. This script runs through a list of circumsances that determine whether or not to do a specific type of animation (so if the player is crouched it does ....; if they are prone .... etc etc ------- and then checks to see whether the other player is prone, crouched etc). Continues on to choose the animation and then executes the relevent animation on the player and the target player. Now it all works fantastic in Single Player. Moving into a multiplayer enviroment is the issue. Everything works fine from a client point of view but of course the animations are not sent serverside so in comes the part i cannot get to work - BIS_fnc_MP....... original working code: then { player switchMove _unitActionName; _target switchMove _targetActionName; sleep _unitAdditionalDelay; detach _target; } Now I've looked all over the past week and tried so many different versions/methods that havent worked for me so Ill just so the latest version i was trying: then { [[player,"_unitActionName"],"switchMove",true,true,true] call BIS_fnc_MP; [[_target,"_targetActionName"],"switchMove",true,true,true] call BIS_fnc_MP; sleep _unitAdditionalDelay; detach _target; } Result gives nothing. I've tried Killzone Kids example in the BI BIS_fnc_MP examples and other methods :( can anyone lend me a hand? Cheers from downunder!
  2. just upgraded from an R7 260x to a gtx 970.... fps increase is only minimal still floating around 40-50fps with tweaking of settings. the main benefits are in the improved filtering capabilities looking crisper etc
  3. Previously in Arma 2 when you created a custom town etc you could place roads through scripts either as a seperate serverside addon or through mission scripts. Is anyone have any luck creating new roads into the AiA Chernarus Map? I can get most buildings to spawn in from old custom scripts using this method (had to change a few classnames from Land_classname to Map_classname etc) I also got cluttercutter working via this method. But having lots of trouble with roads, walls and pathways. An example that is failing is _vehicle_20 = objNull; if (true) then { _this = createVehicle ["land_asf3_12", [1099.3883, 2309.5986, -9.059906e-006], [], 0, "CAN_COLLIDE"]; _vehicle_20 = _this; _this setDir -171.91597; _this setPosATL [1099.3883, 2309.5986, -9.059906e-006]; }; I have tried it (and another 15 classnames) with different classname variations including just asf3_12 but no success :( I know its inside the AiA pack just not sure if its still possible to build roads/fences this way in arma 3? Does anyone have any alternative ways of adding custom roads in Arma 3? Thanks Everyone! MERRY CHRISTMAS! :D
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