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Melody_Mike

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About Melody_Mike

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  1. Melody_Mike

    Video From TV/Laptop/Screen

    Hi @asys. I think your answer is included in this other thread: Where a script creates a new camera for a vehicle and attaches it. Note that due to limitations of the engine, you can only do about 4 screens at a time. Good luck!
  2. I feel a lot of missions have this surreal quality where the player group is the only one present on the map when facing tanks and airplanes and all sorts of large scale set pieces. It feels artificial. There are several good client-side ambient battle sounds and effects scripts, but this is obviously the most immersive solution. When doing the test mission "PartakeInAnAssaultAgainstAnEnemySector.Altis" (airport assault), you really get this sense of dread as you are running through the surrounding town towards the fighting sounds from the airfield. Good stuff! Just wondering what the CPU cost of this will be for the server. There's another scenario which provides AI vs AI battles, Evannex. But it brings my dedicated i9 server to its knees (25 server FPS). Note: it does provide a LOT of action. So I will test on how this works and try to remember to report findings. Question: is it possible to just remove or rename "CreateGrid.sqf" ? Or will that have other unintended effects?
  3. Melody_Mike

    HAFM NAVY (Ships) - v2.0

    Hi. This is a fantastic mod. Adds a lot of missing content to the game. To that end; have you seen the recent mod for sonar that was made- ? Would you be interested in adding it**** as a supplementary function to the mod? I don't mind helping with implementing. ***(with written permission from the author, obviously!)
  4. Melody_Mike

    Missile camera troubles

    Awesome! Cinematic and immersive. Question however: I'm a little confused on the text. If the camera is attached to the missile (instead of offset), will it not rotate as well? Also: how many times have you made those poor citizens of Abdera homeless 😧?
  5. Melody_Mike

    Really bright fire support

    The above solution looks most straightforward, however for completeness- If you have the patience, then you can manually specify a light/particle effect. There's a mod, Emitter 3ditor, that gives you overview of existing in game particles, lets you change parameters, and export it as a script for missions: https://steamcommunity.com/sharedfiles/filedetails/?id=1613905318 If you want to manipulate these particles in real time as objects, then the server (and Zeus player) will have to run the mod. Am curious what your end result will look like!
  6. Melody_Mike

    Skyhook

    Cheers. And much appreciation for responding to us newer users! I will try it with my dedicated server this weekend. Stay tuned..
  7. Melody_Mike

    [SP/COOP 05] YAPRM 2035

    Nice mission! Good level of difficulty for casual players. However I had a bug: when shooting (I assume) all the enemies, the final task ("Leave the Island") was completed, skipping the first two tasks, and ending the mission. Since I don't consider calling and waiting for a helicopter the most interesting part of a mission, this didn't bother me.
  8. Hi @PIP Boy, welcome to the forums! I believe the script command you are looking for is https://community.bistudio.com/wiki/BIS_fnc_holdActionAdd .
  9. Melody_Mike

    Disconnect UAV from dead

    May I ask how you identify the player and reconnect the uav on respawn (in dedicated)? Do you check the player's class in the onPlayerRespawn.sqf, ie: if (typeOf player == "B_Soldier_UAV_F") then { uav1 connectTerminalToUAV player; }; ?
  10. I think I've narrowed it down to something in line 241 of vDogPatrol.sqf, where _virtualTarget is defined. Unfortunately the BI changelog for 2.00 gives no hints, because they don't mention any changes in how AI or setObjectTexture works. @LSValmont Any tips, sir? As much as I like Salvador Dali, it the visual bug shown by jgaz-uk in his October 20 post really does kill the script >=(.
  11. Goodness! This script seems a fantastic addition to popular public coop mods such as Invade and Annex or Domination. Players can finally start their mission without helicopters or paradrop :). Need a QA guy with some time on his hands?
  12. I will admit it's a pain in the behind finding an object to call HOOKDEVICE (with LODs) that has a hiddenselection (so I can turn it invisible) that I can place behind my user texture. Anyone have a suggestion? Edit: answer is "VR objects".
  13. Ah, let me give context: My mission has players investigating a crash site. They are supposed to find some blood on a tree. I simply placed a "user texture 1x1" object (classname: UserTexture1m_F ). Here's a picture: https://ibb.co/6NZ6fyF (Note: the texture itself is a placeholder) Since I am not interested in destroying the object, and I do want players looking at something in particular, I understand that I should use lineIntersectsSurfaces, yes?
  14. I have used this script in my own mission, and am thankful it exists! Have a technical question on how it works- Because I couldn't get it to work with a texture object. Only "physics" rendered ones. Is there any reason why lineIntersectsSurfaces wouldn't work with texture objects?
  15. Hi jeffv202, welcome to the forums! Not directly. But there are many ways of doing this. One way is to "Turn off" your spotter, and turn him on only when players get within desired range. a) Go into the attributes of your spotter unit. Give him a variable name; let's say "Spotter" for now. Look under the special tab and uncheck "Enable Simulation". (You can do the same thing by writing this command in the init box:) this enablesimulation false; That "turns off" your spotter unit. The character won't respond or move, but is visible to players. b) Place a trigger on top of your spotter. Go into the attributes. Look under the transformation tab and adjust the dimensions and shape of your trigger area. c) In the Trigger: activation tab, set the activation to "Any Player" for now. d) In the Trigger: Expression tab, enter this in the On Activation box: Spotter enablesimulation true; Finished. Now when a player walks into the trigger area, the spotter unit will "activate". Depending on which way he's looking, stance of players et cetera, it might be a few seconds or longer before he detects somebody. This is of course very simple. You can build on this example. Here are a few commands in the Bohemia Interactive wiki that you can use on your "Spotter" instead: https://community.bistudio.com/wiki/disableAI And here is a command you can use (and then adjust with triggers) on your player units: https://community.bistudio.com/wiki/setUnitTrait There are several more ways to design this. Have fun.
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