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Dj Rolnik

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About Dj Rolnik

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  1. Hey guys, I am working on a mission which utilizes a script allowing the players to shout to civilians based on distance and angle from the civie. Whenever the civilian is within a given radius and a specific angle from the player, then the latter receives an action allowing him to shout commands etc. The script works fine and all, but I am seeing a problem where the action appears/reappears pretty randomly when the civilians are running/moving OR RATHER when there are obstacles and uneven terrain around. I believe that the BIS_fnc_inAngleSector , which is the condition for the addAction, keeps returning an exact position of the civilian and when he keeps moving, changing altitudes or when there are objects around, the function just loses track and makes the action appear/disappear pretty randomly. I may be wrong on this but that's the only thing that comes to my mind. That's for the context. Now whe actual question I have is: do you think it's possible to feed some kind of modified position array of the civilian, so that it will search "around" his actual position? player nearEntities [ "MAN", _radius ] select { side _x isEqualTo civilian && { [ getPosATL player, getDir player, _angle, getPosATL _x ] call BIS_fnc_inAngleSector } } Thanks a lot! Adam
  2. Dj Rolnik

    Immersion Cigs

    Yeah ok, so removeGoggles does work on the smoked items. removeMagazine works for cigarette packs, lighters etc. However, I cannot seem to find a way to remove individual cigs unpacked from the packet. I thought that a simple removeItems would work, but instead it spewes the below error: Okay, scratch that. player removeItem "murshun_cigs_cig0" actually does work. For some reason the removeItems cmd does not work though. Not a biggie luckily. Thanks @Maff!
  3. Dj Rolnik

    Immersion Cigs

    Hmm, sounds good, I will try that.
  4. Dj Rolnik

    Immersion Cigs

    @Maff, yeah I think you're right. Basically the cigs are put in the goggles slot so at this point the unlinkItem should work, but it does not. I also tried the removal of magazines, but to no avail.
  5. Dj Rolnik

    Immersion Cigs

    Hey guys, I am trying to figure out a way to remove cigs, lighters, matches etc from the player with a script. I found the classnames for the items (and cigs in various stages) and created a simple trigger which ought to removeAllItems upon leaving the trigger area. I did test it with other items that the playe can use but for some reason I cannot get the cigs-items to work. I also tried unlinkItem for equipped items, but it does not seem to work. Do you have any ideas as to how I could do that? Thanks!
  6. Hey, Yes Larrow, you're right. My original attempt now just works in terms of connecting, but I did mess up the part with isUAVDisconnected. Apparently, according to the below thread, there is a command which returns the controller of the UAV, irrespective of whether it's connected, so I was thinking that this could work, but actually at this point your current version is just the way to go. Thanks again Larrow - saving the day once more 🙂 Adam
  7. Okay, so I have a few things to say.. First of all, thank you all for being so helpful! I have already realized that whenever I want to achieve any relatively simple effect in Arma, it always ends up being much more complicated that it initially seemed and I need to cry for help. It's great to know there are people willing to spend their time to help others - many thanks @Maff, @Larrow - that's really much appreciated. Secondly, I should apologize, because in the end all this mess resulted from my mistake. In short: all of those attempts do work on a dedicated server, as I have just confirmed after about a 376th server restart. I should apologize mainly because I assumed that creating the turrets within the initServer.sqf would not be a problem for the script to run, primarily because it worked on SP + local MP and not on a Dedicated - I never thought that this could be the reason but I should have posted it in the original post nonetheless. The initServer.sqf also contains the below bit which creates the turret-uavs from scratch and places them on a Ship. The sole createVehicle process was the part that messed up the connectivity for whatever reason. I actually noticed this after launching Larrow's test mission and comparing the two scenarios. In mine, the turret was placed by the script and in Larrow's it was already in the game. Even after copying Larrow's code directly to my mission it did not work so I started pulling my hair out until I realised what the cause could be. /* MK49 Spartan - Rear-right */ // turret1 = createVehicle ["B_SAM_System_01_F", [1507.26,8856.08,0.2]]; // createVehicleCrew turret1; turret1 attachTo [Ship, [24.8,-155.5,12.6]]; turret1 setDir 90; turret1 setBehaviour "CARELESS"; turret1 setCombatMode "BLUE"; turret1 disableAI "TARGET"; turret1 disableAI "AUTOTARGET"; turret1 setAutonomous false; turret1 setGroupId ["Turret 1"]; With that, I decided to just skip the createVehicle part and simply created a turret somewhere on the map in the editor. When the mission starts, I now only move it to the desired position and then connecting to it via any script works flawlessly in all environments. All scripts, that is Larrow's most elaborate code, Maff's suggestions pertaining to remoteControl and the previous attempts to fixing my code, as well as my original script. The only minor difference is that with remoteControl it seems that you cannot use the radar of the turret (Ctrl + R) and with my original script the line pertaining to the check, whether the terminal is already disconnected, is wrong - I will fix this later but that's not a biggie. Sooo.... yeah. I am so sorry for wasting your time guys. It could have been over much sooner and that's only due to my mistake. I guess live and learn, eh..? Thank you very much for helping again! Adam
  8. Well okay, I gave it a try and it actually looked pretty promising, as the code is shorter and the overall process is much easier. Again, works fine in SP but does literally nothing in MP when called using the aforementioned action. It just hints "done" and nothing happens. Is it still the case of locality? player remoteControl gunner turret1; gunner turret1 switchCamera "Internal"; hint "done"; I am beyond clueless... Help.
  9. Ygh, not yet, but from an initial look it seems like a dirty workaround and I am slightly afraid of going this way 😞
  10. Yes, that is true, but why do you ask? The idea behind the script is that there is a stationary item that works as a kind of "controller" for the turret (uav) and when the action attached to this object fires, the player gets directly into the gunner seat of the turret. After that, when he releases connection the terminal ought to disappear from his inventory.
  11. Ok, so apparently Releasing Controls from the UAV is not equal to disconnecting from it, so that is the reason for the terminal not being removed, but I swear it worked the other day... Anyways, it still leaves the question as to why the player cannot connect to the terminal in MP in the first place. Still no luck...
  12. Hey @Maff Unfortunately it does not change anything. When launched on a dedicated the terminal gets added but never connects to the actual turret 😞 That's exactly what I was thinking but for some reason it does not work still. Maybe I am missing some kind of step on the UAV connection, but on the other hand it works fine in SP, so not sure if that's the issue. Edit: The connectTerminalToUAV on the wiki also says: Maybe the UAV gets connected to some other terminal before I even attempt to do that? I don't think so, but I may try to work around that actually. Edit2: Nah, it's not that. Furthermore when testing this in SP, now the terminal does not get removed from the player's inventory after he has disconnected so that's another thing :/
  13. Any ideas anyone? I have no damn clue what I am doing wrong as it's even working when I'm testing it on local MP server but not on a dedicated. I will be very grateful for help with this 😞
  14. Hey, I am prepping a mission which will feature stativ UAV terminals for players to use. Their intent is to allow for connecting to jets turret gunners when using an action, and remove the uav terminal when leaving the uav interface. What I got so far is this: initServer.sqf: WaitUntil {!(isNil "turret6")}; //waiting for the spawn of the last turret in sequence [ turret_controller_1, "Control turret 1", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_hack_ca.paa", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_hack_ca.paa", "_this distance _target < 2", "_caller distance _target < 2", {}, {}, {execVM "scripts\turret_control_1.sqf"}, {}, [], 2, 0, false, false ] remoteExec ["BIS_fnc_holdActionAdd", 0, turret_controller_1]; and turret_control_1.sqf: player linkItem "B_UavTerminal"; player connectTerminalToUAV turret1; player action ["SwitchToUAVGunner", getConnectedUAV player]; WaitUntil {!(isUAVConnected turret1)}; player unLinkItem "B_UavTerminal"; The simple script works perfectly in a Singleplayer environment. For some reason it does absolutely nothing when tested in Multiplayer. Basically we enter the map, proceed to the "turret_controller_1" which receives the action and when pressing and holding the spacebar (as instructed by the BIS_fnc_holdActionAdd command), the player is not transferred to the gunner view at all. All it does is add in the terminal for the player. I have been trying to kind of debug this issue and I came to the conclusion that the terminal does not connect to the turret (as shown by the getConnectedUAV command). I have no idea as to why that is, but that's slightly infuriating. I would be thankful for some guidance on this as I've been struggling to get those turrets to work for days now and there's always something new which does not work. I am leaning towards it happening because of some locality issue, but if that's the case, then I am the more in need of help. Thanks a lot, Adam
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