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Nirrti

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Everything posted by Nirrti

  1. So I have no idea if this is the right place to post this, but I figured I'd find someone smarter than myself to help me with this. So I'm trying to script a jetpack, and I've got it working like I want apart from the fact that the particles, as they are with Arma 3 engine, are clientside only, and I kind of need them to be visible to other clients as well so that the player using it is a bit easier to spot. This is my current script for making the particlearray, but it isn't visible to other players, and I'm using line command "nul = [player] call jetpacksmoke;" to fire the particle script, in the jetpack script. I've got "jetpacksmoke = compile preprocessFileLineNumbers "scripts\jetpacksmoke.sqf";" in the init.sqf as well. private ["_obj"]; _obj = _this select 0; //object publicVariable "jetpacksmoke"; if (not isDedicated) then { _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 [["\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, "", "", _obj]; _smoke setDropInterval 0.05; sleep 0.5; deletevehicle _smoke; }; true It shows up for the user using the jetpack, but it, as explained, doesn't show it to other players, anyone familiar with the MP compatible particle stuff able to help?
  2. 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 😞
  3. Okay, I'll have to see about replacing it with one of those then, thanks.
  4. 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
  5. 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.
  6. 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
  7. Yeah, the player that has the jetpack, or has it as an addaction.
  8. 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.
  9. 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.
  10. 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.
  11. 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?
  12. 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];
  13. 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")?
  14. 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.
  15. Yeah, it is running, at least the rest of the script relating to the jetpack (sound is played (I omitted this piece from the script in the OP as it is working as it should), and the origin for the sound is the particle vehicle (_smoke) created by the script. I've not tried diag_log yet, although I suppose that needs to be the next step, unless my script in itself is just not creating the particle properly.
  16. I more meant the video settings issue, although I do understand where it's coming from, but it should still be able to draw some of the particles even with lower settings. But thanks a lot if you are able to help, I've been racking my brain with this for a few days and I just can't get the damn thing to work and it's getting on my nerves.
  17. Well okay then? Would you be able to help instead of insinuating things that are seemingly irrelevant?
  18. Yes, I am well aware, and no offense, but why did you even post in the first place if you're not familiar with the stuff 😛
  19. Nah, that isn't the case, because they can't see the particles even there's nothing else going on, and everyone is running the game at fairly high settings. I'm fairly certain this has nothing to do with that and more to do with the issue that I can't get the particles to be generated on each client, just the one firing the jetpack.
  20. Nirrti

    25 KKiv Model 2035

    What's done is done, improve upon it, don't dwell on it.
  21. Nirrti

    25 KKiv Model 2035

    And restore the original name as well :P
  22. Nirrti

    25 KKiv Model 2035

    Well, it's up to kiory, also, the ballistics on the ammo are just straight up lifted from the game itself, though they're taken from 30mm autocannon rounds, which is why they probably seem weird at first. This was my suggestion as I wanted an accurate enough weapon for long range shooting, but with the damage tweaked not to be overpowered. They already are sort of out-of-this-realm considering firing a 25mm with such high velocities would imply high pressure and as such would break the user's shoulder completely, considering the only recoil dampening feature on the gun is the muzzlebrake. We thought they were still within "realistic" capabilities considering the futuristic setting and possible extra advancements in technology etc.
  23. Nirrti

    25 KKiv Model 2035

    Aye, I don't like ACE nor do I want native support for it, but if people make an external patch for it (akin to the one "covfefe" made, but less pretentious and tryhard), all the more power to them. Also, CBA/JSDG support is already in the talks, but Kiory is pretty busy with another project right now, so it'll have to come down the pipeline.
  24. Nirrti

    25 KKiv Model 2035

    There's more to it too, the name comes from me, as I wanted to have a Finnish Defence Forces style standardized name for the weapon, and "materiel" is the correct spelling.
  25. Nirrti

    25 KKiv Model 2035

    Aww yiss, I reckon a lot of people will enjoy this, I know I already have, and will continue to.
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