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t.a.6

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Posts posted by t.a.6


  1. Almost perfect:

    _cm = cmIlias;
    _n = 50;
    
    while{true}do{
    	{if ((side _x) == west)then{
    		_u = _x;
    		{if ((side _x) == east)then{
    			_lst = true;
    			if((_x getvariable "pstcae")select 0)then{_lst = (_x getvariable "pstcae") select 1};
    			if((if((typename _lst)!="bool")then{((assignedTarget _u)==_x)}else{(_lst)})and(((assignedTarget _u) == _x)or(((_u getHideFrom _x) distance (getposatl _x))<(if(!((vehicle _x)iskindof "man"))then{_n}else{_n*2}))))then{
    				_cm addcuratoreditableobjects [[_x],true];
    				[_x,_cm] spawn {for"_cn"from 0 to 20 do{sleep 1;};_this select 1 removecuratoreditableobjects [[_this select 0],true];_this select 0 setvariable ["pstcae",[true,0],false];};
    				_x setvariable ["pstcae",[true,false],false];
    			}else{
    				_lu = _x;
    				_lst = true;
    				{if((side _x) == west)then{
    					if(((assignedTarget _x) == _lu)or(((_x getHideFrom _lu) distance (getposatl _lu))<(if(!((vehicle _x)iskindof "man"))then{_n}else{_n*2})))exitwith{
    						_lst = false;
    					};
    				};}foreach allunits;
    				if(_lst)then{
    					_cm removecuratoreditableobjects [[_lu],true];
    					_lu setvariable ["pstcae",[true,true],false];
    				};
    			};
    		};}foreach allunits;
    	};}foreach allunits;
    };
    

    A bit slower then should be ) .

    (unit will be added if seen or known by friendly unit, will be removed if unseen by friendly units 20 seconds (readded if seen), or are further than (if vehicle then 100, if man then 50)m. from point it was known).


  2. _cm = |cm|;
    _n = 100;
    
    while{true}do{
    	{if ((side _x) == west)then{
    		_u = _x;
    		{if ((side _x) == east)then{
    			if(((_u getHideFrom _x) distance (getposatl _x))<_n)then{
    				_cm addcuratoreditableobjects [[_x],true];
    			}else{
    				_lu = _x;
    				_lst = true;
    				{if((side _x) == west)then{
    					if(((_x getHideFrom _lu) distance (getposatl _lu))<_n)exitwith{
    						_lst = false;
    					};
    				};}foreach allunits;	
    				if(_lst)then{
    					_cm removecuratoreditableobjects [[_lu],true];
    				};
    			};
    		};}foreach allunits;
    	};}foreach allunits;
    }; 

    it's working, just not when unit see enemy, after loosing line of sight, problem is in:

    ((_x getHideFrom _lu) distance (getposatl _lu))<_n
    

    , need to replace with something to determine when to add|remove unit.

    (knows about value do not going down, ever)

    Did it, i guies ) , ) know, hope the last one ) (and think actualy):

    _cm = |cm|;
    _n = 70;
    
    while{true}do{
    	{if ((side _x) == west)then{
    		_u = _x;
    		{if ((side _x) == east)then{
    			if(((assignedTarget _u) == _x)or(((_u getHideFrom _x) distance (getposatl _x))<_n))then{
    				_cm addcuratoreditableobjects [[_x],true];
    			}else{
    				_lu = _x;
    				_lst = true;
    				{if((side _x) == west)then{
    					if(((assignedTarget _x) == _lu)or(((_x getHideFrom _lu) distance (getposatl _lu))<_n))exitwith{
    						_lst = false;
    					};
    				};}foreach allunits;
    				if(_lst)then{
    					_cm removecuratoreditableobjects [[_lu],true];
    				};
    			};
    		};}foreach allunits;
    	};}foreach allunits;
    };

  3. OK so you are using a SQF to call your code! That's what I figured.  

    How the hell are you positioning the ladders at the exact location on the LHD's?

    How are you merging two ladders together in that code block? 

    What are you using to call the LHD into the game @CUP, @atlas_LHD, @cho_LHD  @Nimitz

     

    I don't think you have done what I am asking for with your code block above. Maybe you have spawned a ladder on the surface of the LHD but it's not functional or allows the player to have access to the water or higher levels of the ship.

     

    If you have please give an example mission of it. Avibird.

    [0,0,14] - change the values to place the object where you want to.


  4. createobject  is new and may only be available in the DEV version.

     

    It uses the p3d file.

     

    tr = createObject ["a3\plants_f\tree\t_ficusb1s_f.p3d",position this];tr setpos (tr modelToWorld [0,0,6])

     

    It will work of weapons but as yet I haven't seen one that doesn't show the muzzle flash, they also need to be raised in height quite a bit or they are placed underground.

    Copy, when the " Eden " can come out?


  5.  

    The code is to create and move the object (it doesn't contacted to placed objects) (You just need to get position, where to move to, (as pedeathtrian said you can create invisible object to get it's position or write in the object's init:

    deletehicle this;
    

    (to delete the object))

    inventory still is, yep, but all other fine, " createobject " i guies is what you need, but i'm hearing first time about the command.

    and yes:

    lwh setdamage 1; //will prevent inventory

    (just after writed, readed pedeathtrian 's post to over ) ).

    (just in case)

    ll = "Library_WeaponHolder" createVehicle getpos this;
    ll addWeaponCargoGlobal ["arifle_katiba_f",1];
    ll enablesimulation false;
    ll setPos (this modelToWorld [0,0,0]);
    deletehicle this;
    ll setdamage 1;

  6.  

    1 bracked was missing, soorry ) , fixed, tested.

    (think, should replace " knowsabout " with something else, find what will be best for you) (and can increase range `(looking for objects around the unit to add or remove from zeus)or:

    while{true}do{
    sleep 1;
    {
    if ((side _x) == east)then{
    	if ((west knowsAbout _x) >= 2)then{
    		|cm| addcuratoreditableobjects [[_x],true];
    	}else{
    		|cm| removecuratoreditableobjects [[_x],true];
    	};
    };
    }foreach allunits;
    };
    

     - will check if any enemy unit are known to west side)(can |-| the sleep too).

    *-----

    uhhhh...

    Guies will be fine:

    _cm = |cm|;
    _n = |n (number (~100 or 50 (if see then <1, so) are fine i guies), range - how far enemy should be from place where any friendly unit think he is)|;
    
    while{true}do{
    	{if ((side _x) == west)then{
    		_u = _x;
    		{if ((side _x) == east)then{
    			if(((_u getHideFrom _x) distance (getposatl _x))<_n)then{
    				_cm addcuratoreditableobjects [[_x],true];
    			}else{
    				_lu = _x;
    				_lst = true;
    				{if((side _x) == west)then{
    					if(((_x getHideFrom _lu) distance (getposatl _lu))<_n)exitwith{
    						_lst = false;
    					};
    				};}foreach allunits;	
    				if(_lst)then{
    					_cm removecuratoreditableobjects [[_lu],true];
    				};
    			};
    		};}foreach allunits;
    	};}foreach allunits;
    };
    

    Not genially and not precise right, but sure is working.

    (sorry for the |'answer's mistakes'|, was busy with transporting script)


  7.  

     

    Thank you,

     

    Thank you, all what we needed.

    And, i gues, bleeding is not actually brooked, just do not reacting on " setdamage '0' " and  respawn.

     

     

     

    As i know curator modules are superseding the mcc's zeus, you can add init line to units by changing curator's settings with |" attributes " modules|  you can get mcc's zeus on client with own zeus by removing access rights to the curator module by using " unassign curator " and return it by " assign curator ".

     
    Came few more questions  )
    Will " Eden " be accessable in game from MCC ?
    Maybe: like:
    0_159842_9d32be3a_orig
    Is it possible to restrict some area for parked, civilian's vehicles by triggers or markers? (using the module is not always comfortable (it's always circle)).
    Why changing faction are taking more and more time according to time the mission on and number of units on map? Is it possible to preload some factions to switch between them immediately?

  8. Try GroundWeaponHolder instead.

    Thats the point - it shouldn't be pickable, and anyway do not helping.

    ..

    Writed by my self:

    `"createvehicle" using algorithm to find empty place `(on ground `(not: where it can stand)).

    ...

    so:

    _ll = "Library_WeaponHolder" createVehicle getpos player;
    _ll addWeaponCargoGlobal ["arifle_katiba_f",1];
    _ll enablesimulation false;
    _ll setPos (player modelToWorld [0,1,1]);
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