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Posts posted by target_practice
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This unfortunately seems to be a rather opaque topic with essentially no documentation on the BIKI that I can find.
I understand that saving the game records the position and status of objects in the game world, along with the time and other environmental factors.
However there seems to be an indication that it can also record the execution status of some scripts (or at least the values of variables), but not others?
In short, I essentially don't know what a savegame does and doesn't record the state of.
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By all indications that statement should work, what does it return when you run it?
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On 3/21/2021 at 1:29 AM, refraction_86 said:- is the PvP player activity , active ? because I see on Steam that there are 25K players right now, I mean is someone playing the PvP?
A reasonably large segment of the playerbase engages with various PvP gamemodes, with unofficial mode KoTH, and official mode Warlords seeming to be the most popular currently.
I can't tell you much more though, as I hardly ever play public PvP, though be warned the quality of gamemodes and servers can vary drastically, so your mileage may vary.
On 3/21/2021 at 1:29 AM, refraction_86 said:- is the game first or 3rd person?
Can be both, depending on server difficulty settings.
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Now that I think about it, I believe you may have to manually activate the associated UI and their scripts to get it working in a camera.
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I'm afraid I'm not sure then 😕.
All I know is that I was able to implement a lot of stuff while using the camera, so It's certainly possible.
For the reason above, I can't really help directly right now, so you'll just have to try some stuff until you get it working (i'd suggest using the BIKI page for the above command as a starting point).
If you still haven't worked out how to do it when I get back to working on my project (and therefore remind myself on how to do everything) I'll update this thread.
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Sorry, I forgot to mention you need to execute the command "cameraEffectEnableHUD true" to get many UI elements to display when using a camera.
I wrote this code ages ago and the project its part of is on a bit of a hiatus, so I don't quite remember how the whole thing works. 😉
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'camCreate' command with the 'camcurator' camera type.
Here's an example of where I've implemented it myself (ignore the undefined variables, this is a snippet from a larger function):
_commandCamera = "camcurator" camCreate (_target modelToWorld [0,0,5]); _commandCamera cameraEffect ["internal","back"]; //Define parameters for the curator camera _commandCamera camCommand "maxPitch 40"; //Maximum pitch of the camera, in degrees, relative to the horizontal plane _commandCamera camCommand "minPitch -89"; //Minimum pitch /*_commandCamera camCommand "speedDefault 0.1"; _commandCamera camCommand "speedMax 2";*/ _commandCamera camCommand "ceilingHeight 500"; //Maximum height of camera above terrain or sea level _commandCamera camCommand "atl on"; //Determines whether camera height (and ceiling) is adjusted relative to terrain (on) or sea level (off) _commandCamera camCommand "surfaceSpeed on"; //Whether camera speed is decreased (on) or increased (off) by proximity to terrain
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No, don't use zeus itself, just the camera.
If you do that, I see no reason why it wouldn't work with HC, as all it does it changes the player's viewpoint in the same way that getting into a vehicle or using a turret does.
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For the camera itself you can just use the Zeus camera. You'll still have to make the UI yourself but in terms of movement it does everything you need.
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Four years is hardly enough to make an engine 'outdated'. Given their complexity, modern engines are usually developed with an expected lifetime of at least a decade.
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26 minutes ago, froggyluv said:Man news on any future plans for this game seems deader than the sea scrolls.
I have no play time with enfusion engine - does it have any noticeable animation progress over armas?
I don't speak from first hand experience either, but from what I understand enfusion's animation is considerably improved compared to RV's, with it incorporating animation blending and various other bells and whistles.
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Unless I am mistaken, arma 3 does not have any such animations as, unlike previous installments, it implements ragdoll physics for killed units.
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2 hours ago, simoffen said:The code above is my problem. Where to put the code?
It depends in what context you want to this blank UI to appear. You can put the code in numerous different places, all of which affect when and where (as in, on what machine in a multiplayer session) it is run.
2 hours ago, simoffen said:And is this code enough to create a blank UI?
Yes, but as I've already told you, a blank UI alone will not allow you to recreate that firing range/free aiming thing from VBS. That requires more work.
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1 hour ago, simoffen said:why cant i paste the formatted code? I copy it inside this forum.
I suggest you try pasting it in something like Notepad++ first, see if that helps.
3 minutes ago, Von Quest said:What exactly are you trying to do? Start there. Do you just want a blank empty screen while playing (realism)? You can turn Off everything in the Settings.
Bloody hell you beat me to it.
To corroborate with @Von Quest though, given that you seem to be enough of a scripting novice to not even know how to really use your code, we'll need to know exactly what you desire to achieve here in order to give the right advice
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2 hours ago, simoffen said:
Hi! Here Below you see the code I will use. But I don’t understand how to create a blank UI and where to put the code.
So glad if you can help me with this.
RegardsFredrik
//Create a camera 2m infront of the player cam = "camera" camCreate ( player getPos[ 2, getDir player ] ); //Set camera 2m off the ground cam setPosATL ( getPosATL cam vectorAdd[ 0, 0, 2 ] ); //Switch to the cameras static view cam cameraEffect[ "Internal", "Back" ]; //Create a blank UI so we can see the mouse pointer createDialog "RscDisplayCommon"; //On render update addMissionEventHandler[ "Draw3D", { //Max distance of intersect _maxDistance = 200; //Camera position _camPos = getPosATL cam; //Mouse screen position as world _worldPos = screenToWorld getMousePosition; //Direction( normalised ) from camera to mouse world position _vectorDir = _camPos vectorFromTo _worldPos; //Calculate line end position _lineEnd = _camPos vectorAdd ( _vectorDir vectorMultiply _maxDistance ); //Get first surface intersections between camera and line end lineIntersectsSurfaces[ ATLToASL _camPos, ATLToASL _lineEnd ] select 0 params[ [ "_pos", [] ] ]; //If we have an intersection if ( count _pos isEqualTo 3 ) then { //Check for nearby entities to the selected position _EntityToKill = (_pos nearEntities [["Man"], 5]) select 0; // kill nearest entitity _EntityToKIll setDamage 1; }else{ diag_log format[ "%1: No intersect position", time ]; }; }];
Could you please repost that code using code block object? Presently you've posted it onto a single line and made it extremely hard to read.
Even so, you still haven't said where you want this code to be run. -
2 hours ago, simoffen said:I have searched the whole internet and still no answer where to put the code.
Init.sqf or? Every guide shows a lot of code and so on. But no one tells where to put the code.Where you put the code depends where and under what circumstances you want to run it.
So what exactly do you need this for?
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I believe so, but I've never used it for this specific purpose my self.
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File patching will only allow for the loading of unpacked data from within the A3 directory. I think this used to be different, but not anymore.
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It also has the difference of being slower and harder to read, so there really is no real reason for it.
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Or just assign as a global variable by omitting the underscore, which does exactly the same thing in this case if I'm not mistaken.
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Out of interest, do you know how the command now determines if a weapon is intended for vehicles?
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You can't. It's hardcoded.
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You can't. As stated in my previous post, the 32 light limit is hard coded. Lights beyond that limit will still have a flare sprite, but will not cast light onto surfaces.
Condition OR
in ARMA 3 - MISSION EDITING & SCRIPTING
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The value that the statement produces. Run it in the debug console: it displays the return value of any expression executed in it underneath the text field.