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Nirrti

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About Nirrti

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  1. I didn't want to necrobump the Motion Detector thread, so I was wondering if you could shed some light here; The script doesn't seem to be working as the explosives spawned by a script aren't being detected by the mine detector, is this just on my end or am I doing something wrong?

     

    It seems like any and all explosives spawned by script or not being natively placed down by someone aren't being detected by the mine detector at all.

    1. mrcurry

      mrcurry

      I can't replicate your results, the detector pings as expected though the AI seems to have gotten better at spotting the charges meaning they'll spot the charges momentarily which makes the beeping stop... not pretty.


      I've played around with the idea of doing a custom GUI based on the mine detector one so you don't have to rely on mines, I'll see what kind of R&D I get time for this weekend.

  2. This is a ridiculously long shot, but I've been trying to create that optical camouflage rvmat for more or less weeks now, with some success but the damn thing has some sort of self-reflection thing going on and it doesn't really work at any range as a camouflage. Is there any chance you'd be able to share how you magicked the one you mention in this thread?

  3. Well, I gave that a try, but the smoke still isn't showing up at all with the cfgfunctions, so I must be doing something wrong, the jetpacksmoke is currently if ( isServer && { isDedicated } ) exitWith {}; _obj = _this select 0; //object private ["_obj"]; _smoke = "#particlesource" createVehicle getPosATL _obj; _smoke setParticleRandom [0, [0.25, 0.25, 0], [0.2, 0.2, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0]; _smoke setParticleParams [["a3\data_f\particleeffects\universal\universal.p3d",16,7,48,1],"","billboard", 1, 6, [0, 0, 0], [0, 0, 1.5], 0, 10, 7.9, 0.066, [0.25, 5], [[0.33, 0.33, 0.33, 0.8], [0.66, 0.66, 0.66, 0.4], [1, 1, 1, 0]], [0.125], 1, 0, "", "", _smoke]; _smoke setDropInterval 0.05; _smoke attachTo [_obj, [0,-0.2,1.2],"spine2"]; sleep 0.5; deletevehicle _smoke; The actual script that the player is activating whenever they're activating the jetpack is _vel = velocity player; _dir = direction player; _speed = 2; player setVelocity [ (_vel select 0) + (sin _dir * _speed), (_vel select 1) + (cos _dir * _speed), (_vel select 2) + 3 ]; [player] remoteExec[ "NTI_fnc_jetpacksmoke", 0, false ]; And I put that cfgfunctions in the description.ext So I'm at a complete loss 😞
  4. Okay, I'll have to see about replacing it with one of those then, thanks.
  5. Well it sure is working as a smoke clientside, and it's referenced in the arma 3 wiki, so I don't know what to tell you. But if you wanted to be a bit more helpful, could you maybe point me at the right one then? Edit After cleaning up the things, the smoke still isn't showing up at all now, with the cfgfunctions compile, @Tankbuster, so I've no idea how to even fix that. Unless the cfgfuntions I've got is incorret, but I've zero experience doing those. This is how it looks with the init preprocessFileLineNumbers https://streamable.com/rc6m5
  6. Oh, that's a leftover from when I tried using it with the init compile, forgot to remove that 😄 I'll have to test out after cleaning it soon, currently busy so will report back.
  7. Yeah, I can compile it in the description with cfgfunctions, I'll give that a try. Edit Hmm, still no errors, still not showing smoke, and the sound isn't activating, although I assume it's because it's compiled through the cfgfunctions, and the script is using another preprocessFileLineNumbers compiled call. The sound I can probably figure out later on once the smoke is actually visible properly to everyone. It is compiled in the description.ext with the cfgfunctions I mentioned earlier; class CfgFunctions { class jetpacksmoke { class jetpacksmoke { class jetpacksmoke {file = "scripts\jetpacksmoke.sqf";}; }; }; }; This is the current jetpack script, it's really rather simple, and it relies on player tapping a key (user action 1 in this case), to provide lift/thrust pushing the player upwards and onwards. This is what the addaction has on it. _vel = velocity player; _dir = direction player; _speed = 2; player setVelocity [ (_vel select 0) + (sin _dir * _speed), (_vel select 1) + (cos _dir * _speed), (_vel select 2) + 3 ]; [player] remoteexec ["jetpacksmoke", [0,-2] select isdedicated, false]; if I use nul = [player] call jetpacksmoke; instead of [player] remoteexec ["jetpacksmoke", [0,-2] select isdedicated, false]; and have the jetpacksmoke compiled in the init with jetpacksmoke = compile preprocessFileLineNumbers "scripts\jetpacksmoke.sqf" That's where I was at the beginning, which is smoke shows to only to the client that is activating the script. I'm somewhat close to just giving up with this damn thing since it really doesn't want to work 😞 This is the full jetpacksmoke currently. private ["_obj"]; _obj = _this select 0; //object publicVariable "jetpacksmoke"; if (not isDedicated) then { _smoke = "#particlesource" createVehicle getPosATL _obj; nul = [_smoke,"jetpackthrust"] call 3Dbroadcast; _smoke setParticleRandom [0, [0.25, 0.25, 0], [0.2, 0.2, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0]; _smoke setParticleParams [["\Ca\Data\ParticleEffects\FireAndSmokeAnim\SmokeAnim.p3d", 8, 3, 1], "", "Billboard", 1, 6, [0, 0, 0], [0, 0, 1.5], 0, 10, 7.9, 0.066, [0.25, 5], [[0.33, 0.33, 0.33, 0.8], [0.66, 0.66, 0.66, 0.4], [1, 1, 1, 0]], [0.125], 1, 0, "", "", _smoke]; _smoke setDropInterval 0.05; _smoke attachTo [_obj, [0,-0.2,1.2],"spine2"]; sleep 0.5; deletevehicle _smoke; }; true
  8. Yeah, the player that has the jetpack, or has it as an addaction.
  9. Wouldn't that cause the smoke to appear on players themselves on their end when even one player is activating it? Or am I wrong.
  10. Oh, right, I'm an idiot, I'll try that. Edit Well, it's not giving me any errors, but the smoke isn't showing up even in testing in editor.
  11. Oooh, so it would just be [tob] remoteExec ["jetpacksmoke", [0, 0] select isDedicated, false]; or something? I'll give that a try and see how it goes.
  12. well now I'm just confused, I don't see tob defined anywhere in the script you posted earlier, unless the post is not showing the full script, I can only see the smoke particle part. Although if it is a public variable across the network, won't that cause issue if I want to have more than one player using the jetpack script at a time?
  13. Hah, sounds about right for arma from what experience I have. So if I wanted a player to run it I'd do it something like this? I've never even seen remotexec before, as I've never even gone down the rabbit hole of compiling cfgfunctions in the description. [player] remoteExec ["jetpacksmoke", [0, 0] select isDedicated, false];
  14. So something like this? class CfgFunctions { class jetpacksmoke { class jetpacksmoke { class jetpacksmoke {file = "scripts\jetpacksmoke.sqf";}; }; }; }; how would I go about calling the function, same bit as currently (that is "nul = [player] call jetpacksmoke")?
  15. Yeah, just did 😛 Compiled in the description.ext though? Am I going the wrong way compiling it in the init, could that be the cause? I'm really not that experienced with arma 3 scripting so I'm going about the way I've learned just by hours and hours of wiki surfing.
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