Bad Pilot
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Posts posted by Bad Pilot
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Surely as Derringer said:
Lose the waitUntil line.
Create a bomb.sqf file and move the bomb line into it
Add sleep 5; to the top of the bomb.sqf
Call bomb.sqf after camera.sqf
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Frankly, I don't see why I don't get the same fps in Arma2 as in Quake2 - it's just a damn picture ffs!
:D
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Depending on the offset, you may or may not be able to spot a particular string inside an exe.
From what I read, your cpu cores should be counted (and used) correctly by default. I think the initial purpose of the function is to reduce the number of cores available to the game i.e. you have 4 cores and you only want 2 for the game instance.
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It's not a good idea. Already, your OS will be prioritising the foreground app. Windows can get a bit cranky if a foreground app runs with non-standard process priority.
Far better performance to be gained if you uninstall any Norton/Symantec/McAfee security suite software :D
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I like where you're going with these questions. Isn't it the case that most buildings have opaque window textures and as such the lights would not be visible outside?
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The game is pretty difficult and has a steep learning curve.A steep learning curve means it's easy. The learning curve measures learning (y-axis) over time (x-axis).
A shallow learning curve indicates just a small increase in knowledge over an extended period of time - i.e. it's pretty difficult.
Glad to be of help! :D
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I'm sure my PrtScrn/paste works in Windows 7 64-bit. I still have fraps though because it writes files.
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OK, I see we had a communication failure at the start: you have two triggers instead of the one. My code uses a single trigger e.g. the player enters the trigger area and starts the (broadcasting) clock . He leaves the area at the finish line and his final time is broadcast.
If you can do it with one trigger encompassing the course then what I've done will work with the edits given below. If you want/need to keep 2 triggers, I'll explain a (hopefully) quick fix at the end.
1. Ok, you have an "init.sqs" file. In that, put a line as follows: -
?isPlayer _clientThread = "[] execVM ""client.sqf"""
2. Make "client.sqf" as I specified earlier.
3. Make "stopwatch.sqf" as I specified earlier.
4. Edit "mission.sqm". This file is created by the editor for any and every mission. I imagine it's in the same place as your "init.sqs" (and hopefully the same place as "client.sqf" and "stopwatch.sqf"). "mission.sqm" contains all the objects, triggers etc you placed inside the ingame editor.
4.1. You gave your start trigger a name. Find that entry and put the activation and deactivation code I specified earlier. Maybe it's already there if you typed it inside the ingame editor.
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If you've got two triggers, then you can do instructions 1,2 and 3 above. Then you take the activation code-line I originally gave and put that in the activation line for the Start trigger. Then you take the deactivation line I gave and move it into the _activation_ field of the Finish trigger. Both the triggers' deactivation fields are then left empty.
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What's start and finish? Is it the scripts that you don't understand? You can't really do this in the mission editor... Your mission may be in a .pbo file. Un-pbo it and you get a mission.sqm file and maybe other files. client.sqf and stopwatch.sqf go in the same place and then you create a pbo including them.
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there are 2 new scripts and an edit of the pre-existing mission file
Listing 1 is the file client.sqf executed whenever a player joins
Listing 2 is the file stopwatch.sqf called by your trigger
Listing 3 is the trigger code which you can hand-edit into mission.sqm file or paste into the editor's trigger dialogue-box.
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"client.sqf" runs in the init field of all players ( e.g. init="client = [] execVM ""client.sqf"""; )
broadcast = ""; GlobalMsg = { titleText [format ["%1",broadcast],"plain down"]; broadcast = ""; }; for [{_loop=0}, {_loop<1}, {_loop=_loop}] do { sleep 0.5; if (broadcast != "") then {[] call GlobalMsg}; };
"stopwatch.sqf" does the timing
counter=0; runStopwatch = true; while {runStopwatch} do { broadcast = format["%1 second(s)", counter]; publicVariable "broadcast"; sleep 1; counter = counter + 1; };
"mission.sqm" contains the following activation/deactivation lines
expActiv="coach = [] execVM ""stopwatch.sqf"";"; expDesactiv="runStopwatch=false; broadcast=format[""%1 took %2 second(s)"", this, counter];publicVariable ""broadcast"";";
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In Arma1 and Arma2 I get that syrup-like mouse behaviour when the gfx are set too high. I only ever experienced it when I was tuning the game for my PC - which I do by setting everything high and then trying different degradations until i get fps and proper responsiveness .
So, maybe you've got your settings too high. Video card settings can make a big difference with the render-ahead count, vsync, filtering, quality vs performance etc etc
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Hope you get sorted. Thanks for the securom info.
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I've never used the editor! Just messing about in scripts :)
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_this addMagazine...
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_mymessage = [] spawn {player globalChat "This is run in parallel."};
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Get some quality paper and it would look good as a posterIt's heavy grade paper on roll so I'll just use that. PDF downloaded fine though I had to update FoxIt Reader in order for it to display the map properly.
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I have an A0 printer in the next room so I can probably get a satisfactorily sized hard-copy, doncha think! :D
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I'm porting my clan's take on Evo (Evolution TG) to Arma2 just to get used to A2 scripting. After that, we're hoping to get into PvP and just have evo TG as backup for slack times.
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Do I have to play SP to see the train?
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IS there a PDF manual? I only have the German so hoping to copy English PDF from someone.
Regarding the PDF map, I had a glossy printed one for Arma1 from a magazine. I hope to get an Arma2 map too.
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rotor discs are considered like solid objects for collision. I would love touch rotors = destroyed rotors. On the other side, if you walk through the C130 prop or the tail rotor of a chopper, you should be killed with double blood.
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House glass, shopfront glass, vehicle glass - I think Arma2 just 'averages' them into one kind of glass used throughout the game.
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I use Right-Ctrl in Arma1 and Arma2... No problem!
help - mhq blownup
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
The way your script does the "waiting" phase, that's a a massive amount of checking like "a watched pot never boils"... better to make it sleep for 5, 10 or 30 seconds after each status check, surely?