UNN
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Everything posted by UNN
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What about ProcessInitCommands? Amongst other things, you can send either the grenade itself or just the position it explodes. Plus it will cover people who JIP as well.
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disableUserInput works when it wants to
UNN replied to d3nn16's topic in ARMA - MISSION EDITING & SCRIPTING
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If you know the selection name in the OLOD model, you can remove the selection using a Hide animation in the model.cfg file.
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mr.Flea's function takes degrees as it's parameter. I'm only saying that cause he uses them with Sin and Cos: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_a = _this select 1; _t_sin = sin -(_a select OX); _t_cos = cos -(_a select OX); Here's my attempt to explain what’s going on, but I'm a beginner so it could be wrong. You pass into mr.Flea's function the angle you want in degrees; direction, pitch and bank e.t.c The object itself is held in memory and always points to [0,0,0]. When the game wants to draw the object, it copies the objects cords that reside in memory. Then transforms (or rotates) the object to point in the desired direction with the defined pitch and bank. That’s why the parameters you pass are absolute, each time it recalculates from the object held in memory, thats always pointing towards [0,0,0]. SetVectorDir does the same thing as SetDir. Only it takes normalised vectors, which makes it easier when you want to use a matrix like mr.Flea did. You use SetVectorDir and SetVectorUp together, to perform the correct; direction, pitch and bank rotations. Theres a basic example here, showing a breakdown for each of the rotations.
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Use autocenter=0 in your config.
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No it isn't, that’s just a forum myth generated over time, through misinformation. This just about covers everything: Set 3-dimensional object's vector
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In OFP, things like COG were determined before the game starts. After that, no matter how much you animated the GEO LOD, the COG would remain the same. Assuming the same still stands true in Arma, then possible the only way to do it, would be with scripts. I must admit, I don't really want to get into scripting loops that adjust pitch, bank and velocity. Tyring to make subtle changes to objects across a network in MP, does not really work very well IMHO. The ideal solution would be something in the p3d and config. But if anyone wanted to try, or we find a way in the future. Each Cargo uses it's own weighting and footprint. So it is possible to determine the weight distribution.
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Yes, Choppers will be able to carry under slung loads. How rigid the rope will by atm, I can't say. But that along with towing, will hopefully be added to the system, as part of the second phase. Initial test so far look promising. For the first phase, we just want to get a basic system released as a beta. To see if it can handle real world MP.
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Cutscene Camera Flicker Problem
UNN replied to Cloughy's topic in ARMA - MISSION EDITING & SCRIPTING
It does sound like a HDR problem though. Does it look like one? -
Combo/Listbox; Changing record content?
UNN replied to ZNorQ's topic in ARMA - MISSION EDITING & SCRIPTING
You don't have to change the text to sort a listbox: lbSortByValue -
How to pass an argument to a running script?
UNN replied to nuxil's topic in ARMA - MISSION EDITING & SCRIPTING
There are at least a couple of ways of doing it. The setVariable version, could look like this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">// teston.sqf _me = _this select 0; _id = _this select 2; _arg = _this select 3; _me setVariable ["myaction",_arg]; while {((_me GetVariable "myaction") == 1)} do { hint "the test script is running"; sleep 1; }; _me removeaction _id; <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">//testoff.sqf _me = _this select 0; _id = _this select 2; _arg = _this select 3; _me setVariable ["myaction",_arg]; _me removeaction _id; <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">// init.sqf _me = _this select 0; _teston = _me addaction["t on", "teston.sqf",1,1,false]; _testoff = _me addaction["t off", "testoff.sqf",0,1,false]; -
Cutscene Camera Flicker Problem
UNN replied to Cloughy's topic in ARMA - MISSION EDITING & SCRIPTING
It might be down to the rotor blades crossing the sun? I had the same problem, thought by graphics card was on the way out. Turned out to be a chopper I had, hovering in a bad position relative to the sun. -
I count myself alongside the WWII fans. But I like the bigger picture to? My ideal Arma mission would be a hybrid of Combat Mission and Arma.
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Combo/Listbox; Changing record content?
UNN replied to ZNorQ's topic in ARMA - MISSION EDITING & SCRIPTING
Not sure about the Combox, but it's possible with a Listbox. AFAIK there isn’t much difference between the two? You could loop through the content of the Combobox incrementing a counter. Once you found the entry for MY SECOND LINE, you could use the value in the counter as an index. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">For [{_x=0},{_x<(lbSize _MyComboBox)},{_x=_x+1}] Do     {     If ((_MyComboBox lbText _x)=="MY SECOND LINE") ExitWith         {         _MyComboBox lbDelete _x;         _NewItem=_MyComboBox lbAdd "MY SECOND AND BEST LINE";         };     }; The combo box has to be sorted otherwise it will just add the new item at the end. But if you don't want to sort by text you can add a suitable value with lbSetValue and sort using that. You can also do the search using lbValue, but you will have to organise that yourself before adding items to a list or combo. It works for the ListBox so I'm assuming it will work for a ComboBox to. -
Not insulting, he does not have the worth for that. Zardoff was just being pretentious. We will never see anything for him. Screen shots or otherwise
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I think CBFASI has pretty much covered all that, with his work for the FLK mod in OFP. But we are always looking to improve on things. It would be nice to see mobility, for example. Added to the equation, in a reasonable way. Unfortunately so far, the best we can do, is to keep trying.
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With the Rapiers I had to define magazines with one round each. That way I could count the mags instead of ammo. Not sure it will work in this case. I guess it depends on the minimum reload time and other practicalities?
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Well the will is there. If not, as far as MP goes, the way
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Can't speak about that. But CreateCentre will initialise, if it isn't already present on the map, the specified side. But AFAIK any side created with the CreateCentre, will be neutral (no allegiance to anyone), unless told otherwise with the SetFriend command. But all this is kind of off topic?
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The terrain gradient needs to be taken into account within the scripts, or stick to flat terrain. The severity of the gradient affects the min and maximum fire elevations along with offsetting the required elevation to hit the target. Altitude is another issue, the scripts will go into what appears to be an endless loop, if you deploy them too far above the intended target. It has a big impact on the min and max firing ranges, depending on if you’re above or below the target.
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Yeah, a typo, bad spelling of civilian. Createcentre on it's own, won't set the allegiance of a side. It was assumed those units are already present, seen as it wasn't stated otherwise? Never seen that. It should only be called once, so if it lags for you, then perhaps you should log it on the Bug Tracker? For me Setfriend works fine if you want to set any civilian as hostile to a specific side. If it's a specific group of civilians. Then use the old OFP method.
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JIP and variable issues in Sahraniville
UNN replied to Somerville's topic in ARMA - MISSION EDITING & SCRIPTING
Get rid of the 60 second loop your using and use setVehicleInit, instead: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Player SetVehicleInit "HASLICENSEVAR=True"; ProcessInitCommands; Now when anyone JIP's, the variable HASLICENSEVAR will be created and set to true. Just replace HASLICENSEVAR with whatever variable you use in your mission. -
This should do it? <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">CIVIALIAN SetFriend [WEST,0]; WEST SetFriend [CIVIALIAN,0] Also you have to make sure you have at least a single civilian and west unit when you execute the above line.
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I think the most promising towing concept so far, was Gnats trailer addon. But one of our primary requirements is, it has to work in MP. So apart from the stuff Gnats working on and some ideas of our own. Quick fixes, are not going to help us.
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Nice one, cheers. I like the reassurance and functionality, of function timing over script timing, when it can be used. Possible, I just did a cut and paste from one of your previous examples. It wasn't so much, event inheritance that concerned me. As per my edit, I was just kind of over complicating things. I took another look at the scripts and saw the flaw in my thinking