Jump to content
🛡️FORUMS ARE IN READ-ONLY MODE Read more... ×

Robustcolor

Member
  • Content Count

    368
  • Joined

  • Last visited

  • Medals

Community Reputation

31 Excellent

1 Follower

About Robustcolor

  • Rank
    Staff Sergeant

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Hi, Can the starting position on the map be adjusted at the mission's start, before a player opens the map?
  2. Robustcolor

    remoteExec commands / locality

    Thanks @pierremgi I did some tests after reading your post and it seems that the enableDynamicSimulation command only needs to be remoted to the server from Zeus or the HC client, rather than to all clients. The deleteGroupWhenEmpty command maybe works when executed locally from Zeus or the HC client or is it necessary to remote it? I activated the dynamic simulation system only on the dedicated server, and then remoted to it from Zeus EH, which is local to a client. However, in Zeus EH, every time I placed a new AI into a group, I had to toggle enableDynamicSimulation to false and then to true. Otherwise, only the group leader was dynamically simulated. Is there a better solution? initServer.sqf enableDynamicSimulationSystem true; And from Zeus function. Zeus addEventHandler ["CuratorObjectPlaced", { _group = group _this select 1; [_group, false] remoteExec ["enableDynamicSimulation", 2]; [_group, true] remoteExec ["enableDynamicSimulation", 2]; if (!isGroupDeletedWhenEmpty _group) then { _group deleteGroupWhenEmpty true; }; }];
  3. I'm trying to understand how these commands work on a dedicated server, when not creating AI from server with script. So when adding AI units via Zeus or through a Headless Client, is remoting these commands to the server the only solution to make it work? I've read that each client has its own dynamic simulation and that you need to add the dynamicSimulation locally to each one, but it does not work if you run these code local from Zeus client. [_group, true] remoteExec ["enableDynamicSimulation", 2]; [_group, true] remoteExec ["deleteGroupWhenEmpty", 2];
  4. Bumping this old thread, has anyone figured this out? I've been trying to addEventHandlers on AI through Zeus CuratorsEH on a dedicated server with setGroupOwner, so the players PC does not have to handle it. But this don't work. Anyone has a tip? Zeus addEventHandler ["CuratorGroupPlaced", { params ["_curator", "_group"]; _group setGroupOwner 2; _group enableDynamicSimulation true; _group deleteGroupWhenEmpty true; }]; and _this addEventHandler ["CuratorObjectPlaced", { params ["_curator", "_entity"]; _entity addEventHandler ["Killed", { params ["_unit", "_killer", "_instigator", "_useEffects"]; "Kill" remoteexec ["systemchat", _killer]; }]; _entity enableFatigue false; }];
  5. Hi, I'm trying to add an eventHandler to a unit created by Zeus on the dedicatedServer only, but using remoteExec 2 on the EH and then inside the EH remoteExec the playSound to the specific "_shooter" isn't working. It works by using remoteExec 0 but do i really need the EH to run on all clients? Seems like a inefficient way of doing it. This one works with 0 Zeus addEventHandler ["CuratorObjectPlaced", { params ["_curator", "_entity"]; [_entity, ["HitPart", { (_this select 0) params ["_target", "_shooter"]; playSound selectRandom ["hit", "hit1"]; }]] remoteExec ["addEventHandler", 0]; }; vs with remoteExec 2 that is not working. Zeus addEventHandler ["CuratorObjectPlaced", { params ["_curator", "_entity"]; [_entity, ["HitPart", { (_this select 0) params ["_target", "_shooter"]; selectRandom ["hit", "hit1"] remoteexec ["playSound", _shooter]; }]] remoteExec ["addEventHandler", 2]; };
  6. Robustcolor

    NearestTerrainObjects

    Thanks @phronk. What's does the -1 do when using it in this context?
  7. Robustcolor

    NearestTerrainObjects

    Just a quick question here, is there any different in using floor vs round here? Also, what's the difference in using this above vs this below with -1? What does the -1 do with count. (round (random (count _allBushes -1)));
  8. Hi, is there a way to make the image fill the black box that shows when using a hint with image? Not talking about the regular hint shadow. As of now it fits perfect with the width aspect but there's some black window under the image making it look wierd between picture and text. Using width = '' or height = '' does not affect picture size. hint parseText "<img size ='8' img image = 'pictures\missionImages\missionImage.jpg'/><br/><br/><t size='1'>Search and Destroy</t>";
  9. Hi, is there any way of fecthing different soundfiles attached to the speaker _x command? I mean, using different mods like SOG have new voice lines and i would like to use the voice lines attached to the unit. My goal is to be able to do something like this below with the attached accent/soundfile for the specific unit. [_unit,[selectRandom ["ThrowingSmokeE_1","ThrowingSmokeE_2","ThrowingSmokeE_3"],250,1]] remoteExec ["say3D"];
  10. Robustcolor

    Soldier Tracker ( Map and GPS Icons )

    Hi @kibaBG, fn_quickSilver have setup his script to calculate the zoom with ctrlMapScale on the map and adjusting the texts/icons with the result number. What you can do is set it to 0, maybe not the best way but it works. Find and change this inside the script _ms = ctrlMapScale _m; to _ms = 0;
  11. Try deleteVehicle _para instead of detach.
  12. Robustcolor

    HandleDamage Event Handler Explained

    Hi @gatordev, the exitWith will not return the modified _damage to the EH when exiting from the main scope. Try a different approach with a ifThen or a call{} before using exitWith. this addEventHandler [ "HandleDamage", { params ["_unit", "_selection", "_damage", "_source", "_projectile", "_hitIndex", "_instigator", "_hitPoint"]; private _previousDamage = [_unit getHit _selection, damage _unit] select (_selection isEqualTo ""); // if selection is empty then it's overall damage private _newDamage = _damage - _previousDamage; call { if ("glass" in toLower _selection || "window" in toLower _selection) exitWith { (_previousDamage + _newDamage * 0.1) }; (_previousDamage + _newDamage * 0.7) }; } ];
  13. Robustcolor

    Arsenal camera angle

    Hi @dupa1, use this in initPlayerLocal.sqf, play around with the numbers to change the angle. Remember that this will be overwrited with the new camera angle you set with the mouse inside the arsenal when you exit it. So if you want to reset it to the angle from the script use a arsenalClosed EventHandler. BIS_fnc_arsenal_campos_0 = [5,170,18,[0,0,0.85]]; [missionNamespace, "arsenalClosed", { BIS_fnc_arsenal_campos_0 = [5,170,18,[0,0,0.85]]; }] call BIS_fnc_addScriptedEventHandler;
  14. this addEventHandler ["HandleHeal", { _this spawn { params ["_injured", "_healer"]; private _damage = damage _injured; waitUntil {(damage _injured != _damage)}; if (damage _injured < _damage) then { _injured setDamage 0; }; }; }];
  15. Well the thing is, handleheal never triggers if someone heals you even if both has the EH. The EH only works for the local player starting a self heal or healing an AI. There is no effect in MP between players when im testing it, Injured or healer is either the player or an AI, never another pllayer starting healing others. So my question is, is there a solution for this?
×