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{USI}_Zombie

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Everything posted by {USI}_Zombie

  1. I am using this editor mod to place water objects. The textures only have 2 dimensions though. If i setpos them up 3, then I can use a boat, which will "float" normally and usually the player will swim, but sometimes the player will "fall though" the texture and then be walking around, under the texture, on dry ground. How can I make the water be 3 dimensional? So far my only idea is to setpos stack the pieces. 1 at setpos +.5, then +1, then +1.5 and so on.
  2. I used the following script in OFP:R without problems but have an issue now in A2: ;;criteria for starting jump distance is 1 meter as height ?((getpos _vcl select 2) < 1) : goto "speedloop" ;;player sidechat "measuring jump distance" _startgl = "Logic" camcreate getpos _vcl @ ((getpos _vcl select 2) < 1) _dx = (getpos _startgl select 0) - (getpos _vcl select 0) _dy = (getpos _startgl select 1) - (getpos _vcl select 1) _dist = sqrt ((_dx * _dx) + (_dy * _dy)); deletevehicle _startgl (driver _vcl) globalchat format ["%2 jumped %1 meters!!!",_dist, name driver _vcl] It appears to run, but gives a jump distance of something like 11355.49 for example, it does change, when we obviously aren't jumping that far. Any ideas? Thanks
  3. {USI}_Zombie

    tweaking an old script

    thanks so much again!
  4. I am using setpitchbank.sqf available here and it works great, but I am seeing an interesting effect: click image to enlarge notice where my crosshairs are aimed, and where my bullets are actually hitting. This is just one effect of setting the pitch and bank I have found. Trying to move over or through objects causes collision with them, but interestingly enough, only on the host computer. I collide with an invisible area of the object but my friend does not when I host. His shots appear to be hitting low and to the right of his aimpoint though. :confused: :confused:
  5. {USI}_Zombie

    tweaking an old script

    The script is working just fine and the mission is coming along nicely, but I think I know know why all the math was needed in the original script. It does a great job of measuring strictly horizontal distances, but...if there is an elevation change, it also calculates that but not correctly, (or at least the way I want). If I land 0 meters forward but 5 meters down from my takeoff point it reports a 5 meter jump. If I land forward and lower (or higher) it calculates the distance but not correctly. Think you can assist again Silola? Here is the orginal OFP:R script if it would help: ;; ;; This will measure jumping distance ;; @author MI_Fred and {USI}_Zombie ;; @created 3/23/04 5:46:18 AM ;; put this line in every vehicles init: this exec "altmonitor.sqs" ;; altmonitor.sqs #speedloop ;;(driver _veh) sidechat format ["speed:%1 ----altitude:%2",speed _veh, getpos _veh select 2] ~.3 ;;criteria for starting jump distance is 1 meter as height ?((getpos _vcl select 2) < 1) : goto "speedloop" player sidechat "measuring jump distance" _startgl = "Logic" camcreate getpos _vcl @ ((getpos _vcl select 2) < 1) _dx = (getpos _startgl select 0) - (getpos _vcl select 0) _dy = (getpos _startgl select 1) - (getpos _vcl select 1) _dist = sqrt ((_dx * _dx) + (_dy * _dy)); deletevehicle _startgl (driver _vcl) globalchat format ["%2 jumped %1 meters!!!",_dist, name driver _vcl] ;;~4 goto "start"
  6. what pbo tools are you using? I use pboview and unpbo pbo decrypter when you use these tools it's easier to unpbo the file to the desktop so you can find it easier. Then put that folder in your my documents\arma2 other profiles\player name\mpmissions folder. I always edit in the mp mode, so when you start an mp session, look for the mission names in blue text, select it and then an option to edit will appear. Hope this helps...welcome to the rewarding/frustrating world of editing!
  7. {USI}_Zombie

    WAR-3-Front

    I saw in the multiplayer browser Qwertt was working on 1.04!!! How about a sneak peak or update Qwertt? I am willing to help with anything you need also, I am pretty sure English is not your primary language so if you need any help with that, scripts, units, playtesting..............
  8. {USI}_Zombie

    tweaking an old script

    Thanks, yes I can get rid of the extra chats I think...once again many thanks!
  9. {USI}_Zombie

    tweaking an old script

    IT WORKS!!!!!!!!!!!! Deeds even disconnected and reconnected and no issues, we changed vehicles and it still worked. I like your hints for troubleshooting ;) Thanks so much for your work on this...only minor problem is this in the rpt: Server: Update of object 2:8766 arrived from nonowner Client: Remote object 5:65 not found Server: Update of object 2:8568 arrived from nonowner Server: Update of object 2:8769 arrived from nonowner Creating debriefing don't know if it's the script or add-on related. We are still working on the mission where this will be used, but I will definitely mention you in the credits!
  10. {USI}_Zombie

    tweaking an old script

    getting closer.....deeds and I both see matching distances for both of us...until....he gets out of the vehicle and then gets back in, then neither of us see distances for him. I can change vehicles and both of us see distances for me no problem. I am the host. Deeds tried disconnecting from my machine and then reconnecting and the script re-initialized and worked fine for him until he got out of the vehicle...then it stopped for him again.
  11. {USI}_Zombie

    tweaking an old script

    ok, now we are getting closer...it works without error...reports the same distances to deeds and me...that's the good news bad news is it stops working if you get out of your vehicle. I got out and entered a different vehicle and it stopped...Deeds got out and re-entered the SAME vehicle and it stopped there too. Getting closer!
  12. {USI}_Zombie

    tweaking an old script

    thanks, will try it. I have time today because the base closed due to the Nor'Easter and they told us all to go home. It is good to work for the government! ---------- Post added at 10:06 AM ---------- Previous post was at 09:44 AM ---------- ok, it doesn't work...the rpt shows some syntax errors but I can't find them: Error in expression <tring; mString = ""; sleep 1; }; }; }; };> Error position: <;> Error Missing ) File E:\Documents and Settings\Dave\My Documents\ArmA 2 Other Profiles\Zombie\mpmissions\stuntman.Chernarus\jumpdistance.sqf, line 83 Error in expression <tring; mString = ""; sleep 1; }; }; }; };> Error position: <;> Error Missing ) File E:\Documents and Settings\Dave\My Documents\ArmA 2 Other Profiles\Zombie\mpmissions\stuntman.Chernarus\jumpdistance.sqf, line 83 Error in expression <> 2}; if(isServer && (!(local player)) then { } else { if(_val == 0) then { [1> Error position: <then { } else { if(_val == 0) then { [1> Error then: Type Bool, expected if File E:\Documents and Settings\Dave\My Documents\ArmA 2 Other Profiles\Zombie\mpmissions\stuntman.Chernarus\jumpdistance.sqf, line 13
  13. {USI}_Zombie

    tweaking an old script

    Didn't think of that, it wasn't necessary in OFP:R , I guess localities have changed since then I will write a new script and will see how it works ;) yes, but then name can be changed to whatever yes again, I rarely use subfolders appreciate you help :)
  14. {USI}_Zombie

    tweaking an old script

    no need to say sorry...you have been a big help. This script has been kicking my butt for 3 days. The 1st version I posted, the sqs, anyway. Will try your latest and let you know...If I knew about sqf's this may be easier because MP is all I do...
  15. {USI}_Zombie

    tweaking an old script

    will try and report back
  16. {USI}_Zombie

    tweaking an old script

    will do...will let you know ok, it doesn't work now and gives the following in the rpt Error in expression <t>") then {_vcl} else {name driver _vcl}; ]; }; sleep 1; } else { if((getdammage> Error position: <; ]; }; sleep 1; } else { if((getdammage> Error Missing ] File E:\Documents and Settings\Dave\My Documents\ArmA 2 Other Profiles\Zombie\mpmissions\stuntman.Chernarus\jumpdistance.sqf, line 28 Error in expression <t>") then {_vcl} else {name driver _vcl}; ]; }; sleep 1; } else { if((getdammage> Error position: <; ]; }; sleep 1; } else { if((getdammage> Error Missing ] File E:\Documents and Settings\Dave\My Documents\ArmA 2 Other Profiles\Zombie\mpmissions\stuntman.Chernarus\jumpdistance.sqf, line 28 over and over
  17. {USI}_Zombie

    tweaking an old script

    so far so good Silola, now that Dirtydeeds is on my local host we can confirm that a) all distances match but b) if he gets in a vehicle and I don't, it works fine for him and I see matching data c) if I get in a vehicle everything is fine for me but he sees "error: novehicle jumped..." for himself and me the rpt shows this: Server: Update of object 2:304 arrived from nonowner
  18. {USI}_Zombie

    tweaking an old script

    ok, that variant worked without errors in the game or rpt, Won't know for sure if it displays the same distance to both the driver and everyone else until my friend logs in and we can verify it. Will definately let you know when we have finished the map I am using this on...thanks for your help. btw...what does this line actually do and why is it needed? if(typeName _this == "ARRAY") then {_vcl = _this select 0} else {_vcl = _this}; I can't see where array is used or called
  19. {USI}_Zombie

    tweaking an old script

    this is how I called the script then: this addEventHandler ["HandleDamage", {false}]; this AddAction ["Turbo On","RTS3-VCL-TurboOn.sqs"];this AddAction ["Brake","brake.sqs"]; ;check = this execVM "jumpdistance.sqf" it also didn't work with check = [this] execVM "jumpdistance.sqf" It doesn't work and gives me the following errors in the rpt Error in expression <sidechat "vehicle destroyed"}; exitwith {{deletevehicle _x}foreach [_startgl,_la> Error position: <{{deletevehicle _x}foreach [_startgl,_la> Error Missing ; File E:\Documents and Settings\Dave\My Documents\ArmA 2 Other Profiles\Zombie\mpmissions\stuntman.Chernarus\jumpdistance.sqf, line 36 Error in expression <sidechat "vehicle destroyed"}; exitwith {{deletevehicle _x}foreach [_startgl,_la> Error position: <{{deletevehicle _x}foreach [_startgl,_la> Error Missing ; File E:\Documents and Settings\Dave\My Documents\ArmA 2 Other Profiles\Zombie\mpmissions\stuntman.Chernarus\jumpdistance.sqf, line 36 Error in expression <,"_landlogic","_action"]; _vcl = _this select 0;_startgl = objNull;_landlogic => Error position: <select 0;_startgl = objNull;_landlogic => Error select: Type Object, expected Array,Config entry File E:\Documents and Settings\Dave\My Documents\ArmA 2 Other Profiles\Zombie\mpmissions\stuntman.Chernarus\jumpdistance.sqf, line 9 Creating debriefing thanks for your help, btw, I think we are close...biggest problem is I really don't know how to read/write/use sqf's, been comfortable with sqs's since 2003 and I am old and stubborn!
  20. {USI}_Zombie

    tweaking an old script

    That is what I want to do, but there are many vehicles to choose from and up to 8 players in the map
  21. {USI}_Zombie

    tweaking an old script

    Thanks Silola, but many problems. If I try to call the script like this this execvm "jumpdistance.sqf" from the units initialization the editor says: Type script, expected nothing If I try this exec "jumpdistance.sqf" I get many errors in the .rpt and it doesn't work because sqf's have to be execvm'd (right?). Do I need to call the script in the init? I also use the following in each vehicle's initialization this addEventHandler ["HandleDamage", {false}]; this AddAction ["Turbo On","RTS3-VCL-TurboOn.sqs"];this AddAction ["Brake","brake.sqs"]; so I don't need the getdammage section
  22. {USI}_Zombie

    tweaking an old script

    I have gotten this script working now reliably, but I have another problem. It reports 1 distance to the player, but broadcasts a slightly different distance to other players. Do I need to use global variables? or public variables? ideas? It seems I am creating the gamelogics reliably, so the original probably had an issue with camcreate or the createvehiclelocal fixed the issue, didn't try just createvehicle. _vcl = _this select 0 #speedloop ?((getpos _vcl select 2) < 1) : goto "speedloop" (driver _vcl) sidechat "measuring jump distance" _startgl = "logic" createvehiclelocal getpos _vcl @ ((getpos _vcl select 2) < 1) _landlogic = "logic" createvehiclelocal getpos _vcl ;;note next 2 lines work and don't need all the math _dist = _startgl distance _landlogic _distr = round _dist ;;note, this is the old way don't remember why all the math was needed, maybe if jumping downhill? ;;_dx = (getpos _startgl select 0) - (getpos _vcl select 0) ;;_dy = (getpos _startgl select 1) - (getpos _vcl select 1) ;;_dist = sqrt ((_dx * _dx) + (_dy * _dy)) (driver _vcl) sidechat format ["%2 jumped %1 meters!!!",_distr, name driver _vcl] ;;note don't remember why this delay was needed in the first place but it doesn't seem to cause any problems ~4 deletevehicle _startgl deletevehicle _landlogic Goto "speedloop" #end Exit
  23. {USI}_Zombie

    Weather and locality

    will give that a try......
  24. I can't seem to get the weather synch'ed, I suspect a locality issue. Does anyone see an issue? ;;RandomWeather.sqs ;;SetFog Info ;;transitionTime SetFog fogValue ;;fogValue indicates the fog amount. Value can be between 0.0 and 1.0 where 0.0 is clear skys and 1.0 is complete fog. ;;transitionTime is the amount of time (in seconds) for the transition to the new weather takes. ;;SetOverCast info ;;transitionTime SetOvercast overcastValue ;;transitionTime is the amount of time (in seconds) for the transition to the new weather takes. ;;overCastValue indicates the weather. Value can be between 0.0 and 1.0 where 0.0 is clear skys and 1.0 is complete ;;overcast. #init _wait=1800 #Start ~1 ?(Local Server):WeatherNumber=Random 6 ?(Local Server):WeatherNumber=(WeatherNumber+.05)-((WeatherNumber+.05) mod 1) PublicVariable "WeatherNumber" ;;debug code next 2 lines ;;_msg=Format["%1",WeatherNumber] ;;titletext[_msg,"PLAIN"] ?(WeatherNumber==0):Goto "ScatteredClouds" ?(WeatherNumber==1):Goto "LightFog" ?(WeatherNumber==2):Goto "HeavyOvercast" ?(WeatherNumber==3):Goto "HeavyFog" ?(WeatherNumber==4):Goto "HeavyRain" ?(WeatherNumber==5):Goto "ClearandSunny" ?(WeatherNumber==6):Goto "LightRain" #ScatteredClouds 5 SetOvercast .5 Hint "The forecast is for scattered clouds." ~_wait Goto "start" #LightFog 5 SetFog .5 Hint "The forecast is for light fog." ~_wait Goto "start" #HeavyOvercast 5 SetOvercast 1 Hint "The forecast is for heavy overcast." ~_wait Goto "start" #HeavyFog 5 Setfog 1 Hint "The forecast is for heavy fog." ~_wait Goto "start" #HeavyRain 5 SetOvercast 1 5 Setrain 1 Hint "The forecast is for heavy rain." ~_wait Goto "start" #ClearnandSunny 0 SetOvercast 0 Hint "The forecast is for sunny skies." ~_wait Goto "start" #LightRain 5 Setrain .5 Hint "The forecast is for light rain." ~_wait Goto "start"
  25. {USI}_Zombie

    WAR-3-Front

    Sadly this is an old problem. I hope it is being corrected, Qwertt said they are fixing it..but he hasn't weighed in for quite some time now....
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