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Noigel

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About Noigel

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  1. Noigel

    MP - Ravage [COOP - 6] The Escape

    A percentage check on the crates would be a nice addition. I also wonder if it would be possible to somehow keep an A.I.'s total number of magazines from depleting so low. For instance, I'd love to use the 5.8 caliber weapons that some of the A.I carrry but when I loot them they only have one spare magazine and whatever was left in the gun... if I don't happen to kill two of these same A.I.s side by side I abandon that weapon. I wrote a script a while back for players that adds a magazine back to the player's gear if the last round from their current weapon gets fired. Most infinite ammo scripting I've seen has the player never having to reload... it's like they have an infinite capacity magazine... there's no realism to that. Maybe it could be tweaked to keep a decent number of mags (say two or three total) on an A.I.? Here it is: Be aware it also works for HEs and rockets (Yikes!). :)
  2. Noigel

    MP - Ravage [COOP - 6] The Escape

    Hey guys, really been enjoying both Ravage and Escape. I'm playing solo on the dedicated server. I've not beat either Altis or Tanoa maps because, since noticing the stamina issue I mention below, I've been playing it like a rogue-like game and if I die, I perma-die. :) Found a couple of issues I'd like to share, pardon if you already are aware of some of these: 1) When you abort and come back the character-saving-mechanism does not save your binoculars (Noticed on Altis, unknown on Tanoa). 2) When you start the game as a fresh spawn there is no stamina drain, if you die and respawn you now have to operate with/around the stamina system as it comes back. (Noticed on Tanoa, unknown on Altis) Note: If you abort and come back without dying you are still stamina-system free. 3) Some vehicles let you put items in the inventory, some don't. I was able to put items in a fully-white-health offroad, but was not in a hull-orange-health SUV (Noticed on Altis, unknown on Tanoa) 4) Some dead bodies will not let you take items and put them in your own inventory, either by right clicking or by dragging, but if you put on the clothes-item then the stuck-items in it can then be moved around like normal. (Noticed on Tanoa, unknown on Altis) You guys have done some great work! Appreciate how smoothly these all run! I've read a lot of weapon balancing posts in this thread... that's a hard thing to try to tweak to please everybody. I would like to weigh in though, please note that I have not used the RHS mods in my mission yet. In the hours I've played I usually end up with either a PDW, AK-variant, 5.56 variant, or the Mk200. The reason is that these are the only guns that I can obtain and start to gain a decent collection of mags for... all the other guns don't really offer a path to increasing your bullet count. The closest would be the MX-variants found on dead soldiers but their mags are still more rare that the four weapon-types mentioned above. I personally would like to see more variety but I'm not sure how you could make that happen without creating a situation like in DayZ where there's so many ammunition types that you rarely find the one you need... do players using RHS see their options as limited too or do you think they have more variety with RHS enabled? Again, thanks, love the work you all have done.
  3. Apologies for opening an older thread... Could something like this be done to take the weapon that is on the ground and place it into the dead solider's inventory? So many times I've gone to inspect the dead soldier's inventory and gotten the single weapon that's laying on top of them... would be great to do away with that...
  4. Basically instead of trying to get the PIPcam to focus on a particular part of the soldier target... I made it focus on an invisible helper object that I attached to the soldier target. With the attachTo command I was able to offset the exact location of the helper object with great precision and the soldier was just millimeters behind that. I then used x,y,z positional adjustments of both the pipcam "source" object and the helper "target" object to "fill up" the pipcam's screen real estate with as much of the soldier as possible without having parts of his head or feet going offscreen. My only complaint is that the PIPcam is a bit wall-eyed... not a big issue but something noticeable. The soldier looks good but larger object almost appear to bend backwards in a convex fashion.
  5. I've created a BIS_fnc_PIP camera that I want to use to show the entire body of a virtual solider that's been created as a target. The problem is that, no matter where the _pipcamVehicle object is positioned, the camera always angles to focus on the soldier's head. Because of this I can't get his entire body into the picture in a way that would look good for target assessment. Here's the main piece of code: I've tried various combinations of: ...and they all center on his head. Check out the examples below: Example 1 Example 2 Example 3 This last position / image is by far the best in my opinion but I would like to have his legs in the picture too. I'm hoping there is some way to change the camera focus from his head to somewhere on his torso so that his body is completely in the shot. Has anyone been able to change where the camera focuses when attaching camera source to target? Also Larrow's "livefeed" size and position change script is great. Is there a way though to keep from seeing the pipcam for a split second as the function changes the cam properties? See below: Thanks, -Noigel
  6. Thanks to all of you! A lot of good info here that I will incorporate. Great to start off with a question and get tons of other things that will help in the same package. :)
  7. 1, 2, 5) The number is a range, same beginning distance for each laptop. It does change, starts at 25 meters and increases/decreases depending on how far out the player wants the target 3, 6) Unfortunately yes... to my knowledge I'm stuck with needing 8 different global variables. Would be elated if I'm proven wrong. So far I've not found a way to change and pass local variables from a dialog (.hpp file) to sqf: Ultimately the dialog collects the user-inputted distance and stores it in the global variable, the global variable later stores it in an array, and the array gets called when I need to do things like change the type of target on the lane. 4) Could I save it to the laptops? Maybe? I'm not super familiar with this practice but each variable is only used on each respective laptop. My requirements are that any player can be able to adjust the range/change the number for any laptop... I don't foresee storing it on the laptop affecting that though. I am wary of storing variables/value on objects due to Killzone Kid's comments (I think it was him) that if the players are out of range when a variable is changed it could cause issues.
  8. In a mission I'm creating I have several laptops set up to handle the same actions but each with it's own separate "target". Working with dialogs I need to initialize and use eight global variables that are in a similar situation. Basically I'm making sure that if the variable is nil it gets assigned a base value but if it is not nil I leave it alone. Simple, right? My code works but there's got to be a better, more efficient way. Check it out: Is there a way to get the same functionality using less repetition? I tried using a foreach loop but after my attempt when I "hinted" one of the variables to test it and it responded back as "any" instead of the number "25" that I was expecting. Thanks for reading. Thanks, Noigel
  9. A quick aside... I always convert to PAA because in my experience JPEGs act strangely when placed on 3d objects in missions... they go from being blank at a distance to "popping in" when you get close enough to them. I've not seen PAAs do this.
  10. Thanks for that gc8, helped confirm what I needed to research next. And thanks pedeathtrian, I really do appreciate you showing me where to tighten up code. Everything I've learned is self-taught so it's all pretty much un-optimized... it works but it is all homemade "first iteration" code. I'll definitely make those changes! Here's the near-final product:
  11. Awesome, I fixed it! I added an OnLoad event to my distance_dialog_slider.hpp and an additional SQF file: distance_dialog_slider.hpp onLoadInit.sqf Hope this helps the next scripter! :) -Noigel
  12. I've almost got it figured out using straight-up math. It works but I have a secondary problem that the slider and the text control in the dialog do not retain/remember the number where they are left. See below for my code additions, what it looks like now, and the last error I'm trying to work out. distance_dialog_slider.hpp change_rangetarget_distance_slider.sqf call_distance_dialog_slider.sqf I'm doing the calculation twice... once in distance_dialog_slider.hpp to show the real-time value in the textbox control... and a second time in change_rangetarget_distance_slider.sqf to take the actual value and plug it into a setpos command later in the code. It looks really good now: But it doesn't retain the values. Help! :) Thanks, -Noigel
  13. Hey All, (I looked in the forum backlogs to see if this has been answered before but couldn't find anything similar.) I've created a script that places a target a distance away in 25 meter increments for range practice. I'm currently using a dialog with many buttons on it to change the distance. It is completely functional but also looks pretty poor: I'd like to use a slider instead. I've created a rough dialog for it and the left and right arrows work great and properly increment by 25 on each click... but when I click on or move the mouse along the slider... it completely abandons the 25 meter increments. Please see the following GIF where I illustrate this: Can you help me force the slider to only increment by 25 no matter where the mouse clicks or moves along it? Here's the relevant code I have: defines.hpp distance_dialog_slider.hpp call_distance_dialog_slider.sqf Thanks for reading! -Noigel
  14. Awesome, those look very natural. I love seeing this in AI soldiers but would like to turn off the idle animations for players... sort of feel like it defeats the purpose of hunkering down prone with a ghillie suit when your soldier can't stop twitching his legs around.
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