Jump to content

Rommel

Member
  • Content Count

    1225
  • Joined

  • Last visited

  • Medals

Posts posted by Rommel


  1. No grass, ~3000m view distance.

    Grass is a disadvantage, and a slight (not as big as A1) performance drop. I've played the game long enough without grass (it only lasted a few months in A1, and I suspect the same for A2).

    ---

    Grass settings is purely mission side, it cannot be changed by pushing "T" in maps that do not run that script set (mostly missions other then Domination, Evolution).

    You can set the server default in its config, but that is immediately over ridden by mission side scripts, unless there is a broadcast after the initialisation of the player (hopefully theirs no modifiers as well).


  2. _guns =
    [
    "M1014",
    "M16A4",
    "M16A4_ACG",
    "M4A1_HWS_GL",
    "M249",
    "DMR",
    "Javelin",
    "SMAW",
    "Binocular"
    ];
    
    _ammo =
    [
    "8Rnd_B_Beneli_74Slug",
    "30Rnd_556x45_Stanag",
    "200Rnd_556x45_M249",
    "20Rnd_762x51_DMR",
    "Javelin",
    "SMAW_HEAA"
    "Handgrenade",
    "Smokeshell"
    ];
    

    Code tags next time please. Look at ammo, check your syntax.

    ...

    If still not found it, look at SMAW_HEAA... :rolleyes:


  3. What? Am I the only one that can see the particle effect in front of the ships bow in the Utes intro? The one that shows as part of your GUI upon game start?!? It looks as if the ship is moving, even though it's a static object. Great for cutscenes. Nevermind.

    Ever notice the running UH1Y right where the bow is on that Intro (save the fact its 15.9m UP).

    Ever notice how strange ArmA2 can be with rotor effects sometimes.

    :D


  4. waitUntil {!isNil {BIS_ACM getVariable "initDone"}};
    waitUntil {BIS_ACM getVariable "initDone"};
    
    //Sets frequency and number of patrols (0-1). BIS_ACM is module name
    [1, BIS_ACM] call BIS_ACM_setIntensityFunc;  
    
    //min max spawn distance
    [bIS_ACM, 700, 1000] call BIS_ACM_setSpawnDistanceFunc;
    
    //factions to be spawned
    [["RU"], BIS_ACM] call BIS_ACM_setFactionsFunc;
    
    //Skill range for spawned units
    [0, 0.6, BIS_ACM] call BIS_ACM_setSkillFunc;
    
    //Amount of ammo spawned units possess
    [0.2, 0.7, BIS_ACM] call BIS_ACM_setAmmoFunc;
    
    //Type of patrol. With 0 meaning no chance of appearing, and 1 meaning 100% chance. -1 removes patrol type completely.
    ["ground_patrol", 1, BIS_ACM] call BIS_ACM_setTypeChanceFunc;
    ["air_patrol", 0, BIS_ACM] call BIS_ACM_setTypeChanceFunc;

    Does nothing but spawn BTR-90's and BMDs, wheres the infantry patrols; and why if they do spawn (the BTR-90s), are they so infrequent (ie one enemy per 30minutes of gameplay).


  5. Forcing camouflage faces onto players in Multiplayer (only works in multiplayer). However each player will have different faces, but will be the same each time (is based off players UID, unchanging between games).

    Inside your init.sqf

    _uid = toArray(str(getPlayerUID player));
    {_uid set [_i, _x - 48]; _i = _i + 1} foreach _uid;
    _a = _uid select 0;_b = _uid select 1;_c = _uid select 2; 
    if (_c > 6) then {_c = _c - 6};
    player setface format["face%1%2_camo%3",_a,_b,_c];

    :yay:


  6. Its a script, not an addon.

    _xhandle = [this] execvm "createCarrier.sqf"

    createCarrier.sqf

    _replace = _this select 0;
    _pos = getpos _replace;
    _dir = getdir _replace;
    
    if (isServer) then {
    _parts = [
    	"Land_LHD_house_1",	"Land_LHD_house_2",	"Land_LHD_elev_R",	
    	"Land_LHD_1",	"Land_LHD_2",	"Land_LHD_3",
    	"Land_LHD_4",	"Land_LHD_5",	"Land_LHD_6"
    ];
    {
    	_veh = _x createvehicle _pos;
    	_veh setdir _dir;
    	_veh setpos _pos;
    } foreach _parts;
    
    deletevehicle _replace;
    };


  7. AFAIK, the current order of initialisation is as follows:

    * Units

    o Units initialize in order of the mission.sqm. So it depends on which unit comes first in the mission.sqm, you can open it with a text editor to review

    * Scripts

    o Server & Players (NOT JIP)

    + While moving to Briefing

    # Unit Init EH runs

    # Unit Init line from editor runs

    # After all units are initialized, init.sqf runs

    + After Briefing

    + if onPlayerConnected was setup in e.g. init.sqf, it will now process all the players connected in order of connected

    # onPlayerConnected will process new players after they are connected to their player body. So JIP player connects, world initializes, he gets control of his character, now the onPlayerConnected fires on the server.

    o JIP Players

    + Same as above, but there's no Briefing this time. init.sqf seems to run after the player gets control of his character

    o Init.sqf

    + The init.sqf runs at the Briefing of the mission, as soon as the machine is ready to move into the Briefing. Or as JIP player after the initialization. So server/clients will not run them at the same time most of the time.

    + You can halt the processing of init.sqf during Briefing by adding a sleep or waitUntil (some condition, e.g: time > 0). This will wait until at least after the Briefing.

    + To my knowledge, there is no way to halt the game at the briefing until all init scripts have run and are finished

    # You could however use a titleCut to blackIn and blackOut while your scripts are finishing initialization

    But I've found a way to execute code even before the mission.sqm init line executions.

    After a very annoying test of finding that 'groups' don't exist in this stage whlie testing around with 'condition of presence' with:

    alive group leader this

    I found you could like a waituntil loop, execute code within this block as long as a if statement existed at the end.

    ie

    hint format ["%1", leader group this]; isnull leader group this

    Hinted in game a hexadecimal code, ie useless, but none the less an example.

    No idea how you could use this, but you could execute scripts from here that run before the initialisation of the mission.sqm inits.

×