Rommel
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Everything posted by Rommel
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I'm not exactly wanting to dig up an old thread, but well I'm interested in the answer to a question. If theres a 15bit (32,767) max number of vertices, how many are actually drawn in the engine at any one time? Or is purely a per model constant... yet you mention DirectX? edit: 8bit... lol, I mean 15bit
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Spawning on other players in your Squad
Rommel replied to Militant1006's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
The respawn code works everytime for me. team_fnc_respawn = { _rsp = false; { if ( (alive _x) && !(surfaceIsWater (getpos _x)) && (speed _x < 20) ) then { if (vehicle _x == _x) then { player setpos (_x modeltoworld [0,-2,0]); _rsp = true; } else { player moveincargo (vehicle _x); if (vehicle player != player) then { _rsp = true; }; }; }; if (_rsp) exitwith {}; } foreach (units player); }; player addeventhandler ["respawn", team_fnc_respawn]; -
Spawn/ExecVM - When to Use What?
Rommel replied to gossamersolid's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
execvm "script.sqf" spawn my_func; [] spawn {_array = _this;}; Hopefully that gave you a better idea... they are very different, one only accepts file names, other accepts code blocks. -
Surely you could allow for the synchronization of some things? ArmA 2 doesn't perfectly synchronize anything outside of the players view distance, go on to a MP server and the discrepancies between clients can be several hundred meters with fast moving vehicles.
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Spawning on other players in your Squad
Rommel replied to Militant1006's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
That doesn't really make sense, assuming the player has inherited the event handler properly. Maybe put in a player globalchat "ran script" In the event code (ie before the foreach). That way you know if the script runs, and we can determine if its a problem with the code I gave you, or something on your end (ie you haven't set the respawn to BASE, or BIS aren't inheriting some of the newer EHs... -
cursorTarget MP use?
Rommel replied to demonized's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Haven't checked the entire intention yet, but this stands out... :p -
Trigger Help: Spawn On Trigger
Rommel replied to Doomreaperx's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
No worries mate. And 1 man is equal to 1 group, thinking of the whole thing as a large command structure. Units are in Groups, Groups are in Centers, Centers are part of Sides. Ie Units < Groups < Centers < Sides -
Finding the shortest distance between an allied base and an enemy base... How to?
Rommel replied to kyfohatl's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I suggest you use location logics for each of the bases, that way you can use 'setside' to determine who they belong too. Then using the following function, executed via the following, using the return value for whatever you want. _closestBase = [west, mybase1] call myfunc myfunc = call compile preprocessfilelinenumbers "fn_nearestBase.sqf"; allBases = [base1, base2, base3, base4, base5]; fn_nearestBase.sqf _side = _this select 0; _base = _this select 1; _position = position _base; if (count allBases < 2) exitwith {objNull}; _closest = allBases select 0; _min = _position distance (position _closest); { if (side _x != _side) then { _dist = _base distance (position _x); if (_dist < _min) then { _min = _dist; _closest = _x; }; }; } foreach (allBases - [_base]); _closest; To add bases easily, put the following in initlines: if (isnil "allBases") then {allBases = [];}; allBases set [count allBases, this]; -
Trigger Help: Spawn On Trigger
Rommel replied to Doomreaperx's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Nope, he probably just copy pasted a single unit until it said "NOOoooo!", either way, I just answered the given question :P -
Spawning on other players in your Squad
Rommel replied to Militant1006's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yes, leave the respawn as base, as we are handling this ourselves, the BIS "team" respawn provided is not what you have asked for. -
Trigger Help: Spawn On Trigger
Rommel replied to Doomreaperx's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
There are multiple solutions, I suggest to you my reducer, DAC, your own use of BIS_fnc_spawnGroup and deleting the group itself. Best of them all (IMO), with complete deletion and ability to have thousands of groups on the map (as you have requested) is the freezer, its an old version, but it works perfectly: http://dev-heaven.net/attachments/download/8326/freezer.Shapur_BAF.7z -
Executing several lines in unit init
Rommel replied to MortisUmbra's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Don't use nil; it is used as a BIS constant to nullify variables, just like you wouldn't use 'time' or 'player'. Use 0 for script handles, its a hard coded constant and can't be overridden. Ie 0 = execvm "script.sqf" Or 0 = [] spawn {hint "hello";}; -
Spawning on other players in your Squad
Rommel replied to Militant1006's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
init.sqf if (not isdedicated) then { waituntil {not isnull player}; player addeventhandler ["respawn", { { if (alive _x) exitwith {player setpos (_x modeltoworld [0,-2,0]);}; } foreach (units player); }]; }; Respawns player BEHIND the first team mate (numerically, ie unit '1' will be first checked). There is no safeguards against vehicles, or players flying, or players in water. All easily added however, just change the if condition statement to: ( (alive _x) && !(surfaceIsWater (getpos _x)) && (vehicle _x == _x) && (speed _x < 20) ) You could also add a ability to spawn in the squad vehicle if available, this may require a more elaborate handle of the situation, see below: init.sqf if (not isdedicated) then { waituntil {not isnull player}; player addeventhandler ["respawn", { { if ( (alive _x) && !(surfaceIsWater (getpos _x)) && (speed _x < 20) ) then { if (vehicle _x == _x) then { player setpos (_x modeltoworld [0,-2,0]); _rsp = true; } else { player moveincargo (vehicle _x); if (vehicle player != player) then { _rsp = true; }; }; }; if (_rsp) exitwith {}; } foreach (units player); }]; }; -
OA Store bags in ammobox
Rommel replied to Delta 51's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Sigh, I had hoped I didn't have to come to that to store (empty!) backpacks... faillll :P transportMaxBackpacks is really low for most crates, we need a way to store backpacks without needing mods; and I'm not referring to commands, but actual storage capacity. -
Its 100km from me to the nearest city, and I gurantee you, it doesn't change from: dense forest and grasslands with a freezing climate all year round, to a frigin desert speaking a completely different language; with no cultural ties between the two. :D
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What exactly are you referring to...
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ArmA II & OA Photography I - No images over 100kb - Pictures only NO comments.
Rommel replied to Placebo's topic in ARMA 2 & OA - GENERAL
Yes? Stop staring at my sister pffff -
POLL: How many hours have you played?
Rommel replied to katdogfizzow's topic in ARMA 2 & OA - GENERAL
Well, I have no official count unfortunately, since 2002 for me, consistently. Lets say... 20 hours a week average... That is probably around 8320 hours? I commonly do days at a time if I have the time, so the days I'm not playing balance out :P. Considering when I played BFBC2 for two weeks, and I played it as much as I normally played ArmA2, and that rocked up around 150hrs... who really knows. Hence, I'd actually guess at my hours being much higher than that... which means my playing time is well over a year... That is more time than the game has been around for (10 years)... unless your like a zombie or something. :D This is playing time, no ownership time. -
Do you think it's necessary for BIS providing lockable binPBO?
Rommel replied to ffur2007slx2_5's topic in ARMA 2 & OA - GENERAL
I just popped in after seeing this thread linked in a conversation, who doesn't do this? Its not disrespectful, you simply just want to play the game the way you want to. The original author may never want to modify it to what you want; and it would take a long time anyway. If I get a car, but its not entirely fitting my needs, I don't send it back to the manufacturer claiming I want something different. I'd fix it there and then. :rolleyes: -
Spawn missile that locks on?
Rommel replied to kocrachon's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
That may be a little difficult, target locking is AI side, if you can perhaps use a UAV or some such, that'd be fine. Otherwise you may have to get script the locking mechanism yourself. Some complex math could be done to set the vector of the missile straight onto the target, ie only one calculation. I'm not entirely sure of how to do that however. -
Restricting access to vehicles
Rommel replied to silentx3ro's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I lock just the driver position most of the time. That way they cannot sabotage or abandon vehicles, but can still be supporting or cargo. ;) -
Zargabad Rally Welcome to Zargabad Rally; this was just something my mates and I mocked up for a bit of fun in between our missions; its a rally inside the city of Zargabad. Our current fast time is 133seconds; but I'm sure a good driver could beat it. To make it even more fun, the cars are supercharged. Warning though, if your computer chugs in Zargabad, the car won't move as quick, so make sure its a level playing field. Its a simple mission, complex track; and has a simple GO hint for synchronous starts, and a radio trigger to find out who placed what when it all finishes. (Images unedited) Feel free to edit, maim, rip off and re-release this mission. Its just for fun anyway :). Download Link Armaholic mirror: - Zargabad Rally (@) Notes: Mission requires COMBINED OPERATIONS (uses the VW Golf) If you want to make an OA only version, just rip out the Golf and throw in a GAZ etc.
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Restricting access to vehicles
Rommel replied to silentx3ro's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Best method is simply to lock the vehicles; for my group I run a UID array, and if they are not in that array, it just locks all the vehicles for them. Stops glitches and people getting in the back of vehicles then switching positions to get in etc. -
cB GUARD and SENTRY Waypoint Combo
Rommel replied to wolffy.au's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
HateDread, you mean a sentry waypoint. Read these if your actually interesting in learning these powerful waypoints, if set up the correctly. http://community.bistudio.com/wiki/Waypoint:Guard http://community.bistudio.com/wiki/Waypoint_types#Sentry