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Rommel

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Posts posted by Rommel


  1. I think j_frost is correct. There is no way to get the game to tell you what posture you are in (as far as I know)... only what posture you are ordered to be in. And if you don't have any squadmates you can't be issuing any orders along these lines.

    You could change the behaviour of the companions -- "careless" will make them stand up, "combat" will cause them to stay in cover and often go prone, etc. You could tie these to radio command triggers, or action menu, or other things.

    It's not quite what you were after but it may be the best bodge available.

    Mando getPos, returns the unit position you are in. Checking the bounding box heights can also return whether you are laying down or standing quite easily.


  2. _ehID = player addEventHandler ["Fired", {
    _s = "B_545x39_Ball" createvehiclelocal [0,0,0];
    }];
    

    Expected Results:

    Player would see a bullet created at position at [0,0,0]

    No other players would see it.

    Actual Results:

    Player see's a bullet created at position at [0,0,0]

    All other players see the bullet creation at [0,0,0].

    Tested with "UAZ_RU"

    Expected Results:

    Player would see a UAZ created at position at [0,0,0]

    No other players would see it.

    Actual Results:

    Player see's a UAZ created at position at [0,0,0]

    No other players see it.

    ---

    Conclusion: Somehow bullets are special.

    Despite advertisement of the contrary, the Fired EH is not GLOBAL.


  3. Okz well this is the very last message im posting, im gonna leave this forum now, ofpdr is days away! cant wait! :D just like you guys cant! :D

    I'd make a bet, with a vocabulary like that, an obviously limited intelligence, and the inability to back up any claims with any evidence himself.

    This is a troll, first and foremost.

    You must love my powers of deduction...

    ps. He'll be back to reply to something.

    god would you guys just stop feeding wildlife and discuss the game itself

    Shows you how interesting the game is then?


  4. This does not appear to be the case. The fault lies in my modification of the angles.

    atan2.gif

    As you can see atan2 returns a direction in positive or negative 180 degrees. :confused:

    I can turn the 360degree direction to a positive or negative 180 degrees by using this:

    if (_dir2 > 180) then {_dir2 = abs(_dir2 - 360)};

    or reverse it by doing this

    if (_dir1 < 0) then {_dir1 = 360 + _dir1};

    However its the difference of the two angles that I want; and as 360 == 0, my problem becomes very frustrating, because the difference between 355 and 5 is not 350, but 10!!!

    I almost need to do calculations and differentiate those.

    edit: The suggestion I made to myself worked.

    _trackList = ["Track01_Dead_Forest","Track02_Insertion","Track03_First_To_Fight","Track04_Reinforcements","Track05_Warpath","Track06_Abandoned_Battlespace","Track07_Last_Men_Standing","Track08_Harvest_Red",
    "Track09_Movement_To_Contact","Track10_Logistics","Track11_Large_Scale_Assault","Track12_The_Movement","Track13_Sharping_Knives","Track14_Close_Quarter_Combat","Track15_Morning_Sortie",
    "Track16_Valentine","Track17_Marauder_Song","Track18_Ghost_Waltz","Track19_Debriefing","Track20_Badlands","Track21_Rise_Of_The_Fallen","Track22_Chernarussian_Anthem","Track26_Organ_Works",
    "Track27_Killing_Machines","Ambient01_Cold_Wind","Ambient02_Vague_Shapes","Ambient03_Indian_Summer","Ambient04_Electronic_Warfare","Ambient05_Cobalt","Ambient06_Khe_Sanh_Riff",
    "Ambient07_Manhattan","Ambient08_Reforger","Short01_Defcon_Three","C2_ND_Ambient"];
    
    while {true} do {
    _song = _trackList select floor(random(count _tracklist));
    _dur = 45;
    _tT = time + _dur;
    playmusic _song;
    while {_tT > time} do {
    	_dist = player distance _this;
    	while {_dist <= 50 and (_tT > time)} do {
    		sleep 0.1;
    		_pos1 = getpos _this;
    		_pos2 = getpos player;
    		_dir1 = ((_pos1 select 0) - (_pos2 select 0)) atan2 ((_pos1 select 1) - (_pos2 select 1));
    		_dir2 = getdir player;
    		if (_dir1 < 0) then {_dir1 = 360 + _dir1};
    		_diff = (_dir2 max _dir1) - (_dir2 min _dir1);
    		if (_diff > 180) then {_diff = abs(_diff - 360)};
    		_volume = 1 min ((1 / _dist) * ((0.25 max (43 / _diff)) min 1));
    		0 fademusic _volume;
    		_dist = player distance _this;
    	};
    	0 fademusic 0;
    	sleep 1;
    };
    };

    Well, theres a finished product.

    Mono-positional sound with music. :)


  5. while {true} do { //remove this

    waitUntil {alive player};

    _unit = player;

    removeAllWeapons _unit;

    {_unit addMagazine "30Rnd_545x39_AK"} foreach [1,2,3,4,5,6,7,8];

    _unit addWeapon "AK_107_GL_Kobra";

    {_unit addMagazine "8Rnd_9x18_Makarov"} foreach [1,2];

    _unit addWeapon "Makarov";

    {_unit addMagazine "HandGrenade_East"} foreach [1,2];

    {_unit addMagazine "SmokeShellRed"} foreach [1,2];

    {_unit addMagazine "FlareRed_GP25"} foreach [1,2,3,4];

    {_unit addMagazine "1Rnd_SMOKERED_GP25"} foreach [1,2,3,4];

    _unit addWeapon "Binocular";

    }; //remove this

    Bad idea. It will continually add the gear to the unit. Remove the while loop.


  6. Oh how I loves these threads :P.

    This code below acts as though there is positional sound, as you face the 'radio' its volume increases slightly, and when you face away it decreases. It also increases and decreases proportional to the distance from the radio.

    It was a crude attempt at 'say' without objects interfering; and with music.

    _trackList = ["Track01_Dead_Forest","Track02_Insertion","Track03_First_To_Fight","Track04_Reinforcements","Track05_Warpath","Track06_Abandoned_Battlespace","Track07_Last_Men_Standing","Track08_Harvest_Red",
    "Track09_Movement_To_Contact","Track10_Logistics","Track11_Large_Scale_Assault","Track12_The_Movement","Track13_Sharping_Knives","Track14_Close_Quarter_Combat","Track15_Morning_Sortie",
    "Track16_Valentine","Track17_Marauder_Song","Track18_Ghost_Waltz","Track19_Debriefing","Track20_Badlands","Track21_Rise_Of_The_Fallen","Track22_Chernarussian_Anthem","Track26_Organ_Works",
    "Track27_Killing_Machines","Ambient01_Cold_Wind","Ambient02_Vague_Shapes","Ambient03_Indian_Summer","Ambient04_Electronic_Warfare","Ambient05_Cobalt","Ambient06_Khe_Sanh_Riff",
    "Ambient07_Manhattan","Ambient08_Reforger","Short01_Defcon_Three","C2_ND_Ambient"];
    
    while {true} do {
    _song = _trackList select floor(random(count _tracklist));
    _dur = 45;
    _tT = time + _dur;
    playmusic _song;
    while {_tT > time} do {
    	_dist = player distance _this;
    	while {_dist <= 50 and (_tT > time)} do {
    		sleep 0.1;
    		_pos1 = getpos _this;
    		_pos2 = getpos player;
    		_dir1 = abs(((_pos1 select 0) - (_pos2 select 0)) atan2 ((_pos1 select 1) - (_pos2 select 1)));
    		_dir2 = getdir player;
    		if (_dir2 > 180) then {_dir2 = abs(_dir2 - 360)};
    		_diff = (_dir2 max _dir1) - (_dir2 min _dir1);
    		_volume = 1 min ((1 / _dist) * ((0.25 max (43 / _diff)) min 1));
    		0 fademusic _volume;
    		_dist = player distance _this;
    	};
    	0 fademusic 0;
    	sleep 1;
    };
    };

    It works perfect, except when facing E(90) and W(270) away from the object (pos1) it increases the sound. Whereas it should decrease; this does not occur for N(0) or S(180).

    Any help appreciated.


  7. I'm sick of playing in German just because I bought the German version. The other languages are there, yet I just can't use them without mods. Why?

    There was no problem like this in ArmA1, why 'solidify' the entire system so you can only use the language associated with your CD Key (I've reinstalled with an English hard copy and my key, no dice.)

    regards

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