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YanYatCheng

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Posts posted by YanYatCheng


  1. On 4/10/2021 at 11:13 AM, pierremgi said:

    Digging in function viewer , author: Reyhard and following KK's blog,

     

    if your ogv is OK and the path (to root) is OK, then you can play any ogv vide on screens like: Land_TripodScreen_01_large_F or laptop like: Land_Laptop_03_olive_F, or.... even on the hull of a vehicle like Hunter.. 😉 if you pay attention for the texture number (0 or 1, or...). Of course the texture must be present in the config of the object (hiddenSelections).

    For example, the Land_MultiScreenComputer_01_black_F (Rugged Multi-Screen Computer (Black)) has 3 screens (so 3 textures) In config viewer, there are 4 hidden selections: hiddenSelections[] = {"Camo_1","Screen_1","Screen_2","Screen_3"};

    So, for displaying something on its central screen, use the selection 2. (here 0 is the computer case)

     

    Now,

    - name your object (here TV, in init field of  a Land_TripodScreen_01_large_F...  or a hunter)

    - apply this kind of code in a radio trigger (or else) :
     

    
    TV call {
      params ["_TV"];
      _TV setObjectTexture [0,"\a3\ui_f\video\spotlight_1_EastWind.ogv"];
      comment '_TV say3d ["",50]         // I didnt use it ';
      uiNameSpace setVariable ["myTVnbr1",_TV];
      with uiNamespace do {
        disableSerialization;
        1100 cutRsc ["RscMissionScreen","PLAIN"];
        private _scr = BIS_RscMissionScreen displayCtrl 1100;
        _scr ctrlSetPosition [-10,-10,0,0];
        _scr ctrlSetText "\a3\ui_f\video\spotlight_1_EastWind.ogv";
        _scr ctrlCommit 0;
        _scr ctrlAddEventHandler ["VideoStopped", {
          private _TV = uiNameSpace getVariable ["myTVnbr1",objNull];
          _TV setObjectTexture [0,"\a3\ui_f\video\spotlight_1_EastWind.ogv"];
          uiNameSpace setVariable ["myTVnbr1",nil];
          (uiNamespace getVariable "BIS_RscMissionScreen") closeDisplay 1;
        }];
      };
    };

     

    So, the remaining question is: is your .ogv workable?

    See also.

     

     

    Thankyou very much, it works perfectly. 


  2. 1 hour ago, stanhope said:

    There's an error in the script TV\Youtube\Scripts\action1.sqf contains:

    
    tv setobjecttextureglobal [0,"TV\Youtube\Videos\action1.ogv"];
    
    ["TV\Youtube\Videos\action1.ogv",[10,10]] spawn bis_fnc_playvideo; [/code]
    
    tv say3D 'bip'; 

    that [/code] needs to be removed. 

    That error message is removed, but the video is still corrupted

    I've downloaded a ogv player and the video seems fine with the provided one


  3. 9 hours ago, stanhope said:

    Could you share the code you're using?  It looks like you've copied some BB code from the error message. 

    The code can be downloaded from the armaholic link, there's a bunch of scripts and files.

    And the same error code appears even when the video playes normally. So I guess there's nothing to do with that.


  4. -SOLVED-

    I'd like to play a video on a screen in editor,  I've searched for multiple sources and solutions and failed to make it work so far, so please don't reply "there's alot of tutorial if you just google it"

    I've tried to use scripts from: 

    https://www.youtube.com/watch?v=Gewndfow7lk&ab_channel=KillzoneKid

    https://www.youtube.com/watch?v=Oypa1peiBYQ&ab_channel=ArturMerc

    but everytime I've tried to load I get a DirectX11 E_INVALIDARG crash instantly.

    Until I try this, and very old script:

    https://www.armaholic.com/page.php?id=29895

     I've managed to play the sound with the video, but the video is corrupted like this below:

    The script have 3 ogv files for example, every one works as intended, but when I replace any ogv files with the video I want to use (ogv of course), the video corrupts, but will still play and you can see something moving in the video.

     

    Anyone know how to fix this? or have a better way to play a video in game?

    Thanks in advance.

    lWdKDhQ.jpg

     

     


  5. there's a few important parts missing:

    -Funnel

    -Main mast

    -engine control room

    also, most merchant ships have 1 engine only, rooms are also too small.

    there also shouldn't be any access under main deck to the bulk carrier's cargo hold.

    and yes, that guy was right, textures are bad. you can see through walls and doors.


  6. Disclaimer: I've never learn stuff about IT and server, so please excuse my ignorance about this subject.

     

    My team has recently setup a new server in China, Guangzhou. Since we have multiple player living outside the firewall, we decide to setup two internet for our server: a international line to HongKong and a normal internet line.

    But our server cannot run two line at the same time, running the HK line will cause intense desync/high ping issue to users inside the firewall. But running the mainland line will cause intense desync for me only (living in HK).

    It's weird that I have 27 ping with no package loss when pinging the server but still suffer intense rubber-banding/desync.

    Also, when the server enables connection with both line (different IP), everyone can only find and connect to the HK line IP.

     

    p.s. I have a friend also from HK with the same internet provider, optical fiber 1000m, but without any desync issue. A member from Canada also report there's no desync issues on his side

    p.p.s. My internet is a 1000m optical fiber internet, with a LAN line connecting directing to my computer, my computer works fine with a stable 30FPS@max settings

    p.p.p.s. Our server is owned and setup by one of our member.

     

    Question1: how to setup a server that can connect with both line (HK intl&mainland)(player can connect to the same server via two IP address) 

    Question2: how to I stop this desync issue?


  7. I just got info that F/A-181 Land to carrier Arrest Max Allowed Speed = 275kmh

    When Jet DLC first release, the landing speed for a correct AoA with full flaps landing config is around 210kmh,

    but after one or two updates, the landing speed changed to 275kmh ± 5kmh (in game data says 265kmh

    on speed = 275kmh

    AoA too high (too slow) = 270kmh or below

    AoA too low  (too fast) = 280kmh or higher

     

    So, with the wire snap speed at 275+, and a correct landing speed at 275kmh ± 5kmh, you will have a big chance of getting a wire snap even landing in a perfect way, which I tested it for a long time and have years of carrier landing experience in ArmA3.

     

    Can any devs answer this question: Is the setting intended or just someone forget to change the data?

     

     

    Before update:

    2G6u5ua.jpg

     

    vnicdPT.jpg

     

    After update: 

    WsQpkkE.jpg

     

     

    • Like 1

  8. I've been using .300WM from RHS with Advanced Ballistic for a while with the help of ballistic table and now decide to move on to ballistic computer. Unfortunately, there isn't a right ammo for me to choose with default .300WM setup, so I need to setup all the data by myself from the start.

    So far I've got the C1 data and other stuff, but I am now stuck on calculating drag and the computer never calculates the right data.

     

    Is there any sniper expert that can help me with setting up AtragMX?


  9. On 2018/2/13 at 9:05 AM, _Time_To_Die_ said:

    2 Questions, 1. Is the E/A-35 Storm a real thing? I heard about a electronic warfare F-35 but is it actually planned and to even have that name? 2. Is there any chance for a alpha/beta version to come out or a preview video showing off all this mod has to offer?

    no, F-35 have integrated EW sensors and jammers, their  AN/APG-81 radar can also use as a burn-through jammer. 

    as the E/A thing, Hornets are named F/A is because they are a combined model of A-18 and F-18. Even the current jet Growler use EA-18G instead of E/A-18G because of reasons


  10. I was playing around with artillery support for my mission in editor.

    place down everything need:

    >myself with a laser designator

    >synced to "support requester"

    >synced to "support provider"

    >synced to M109A6 artillery by RHS

     

    requested a GPS guided round on a building:

    missed by 20-50 meters

     

    requested a Laser Guided round on the same target, lasing it with laser designator

    >tried painting on top of the building

    >tried painting on the wall facing the incoming direction

    missed again

     

    is that just game value setting error or something wrong with the game logic??

    I've tried with the vanilla artillery and same thing happen

    (I am using ACE mod)

     

    I've read some info about the real guided round and it's really accurate with spread around 5 meters, was I expecting too much on ArmA?

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