Nephris1
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Everything posted by Nephris1
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1.Is there a command for the new ingeneer AI to drop mines and to deactivate mine? I guess i will be sth like "unit action ["deactivate" ....." Has anyone already figured out how to use this? 2.Is the state of a mine then asked by "mine isNull", if it got deactivated?
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ArmA2:OA Beta Patch Build 77706
Nephris1 replied to Berliner19's topic in ARMA 2 & OA - BETA PATCH TESTING
Great Job!! -
Dynamic-AI-Creator (DAC) V3.0 released
Nephris1 replied to silola's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Would like to answer my own question. Buliwyf drop my nose at the old setvehicleinit command in the scipting forums. -
creating a global variable (DAC)
Nephris1 posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi folks, sry for that undescriptive title, but i couldnt find a proper one. So my question is,how can i name an object (here:heli), after it got created? I am using DAC to create my helicopter. I can use the events to adress to its nit line, but i am to stupid to name it afterwards. One attempts would be to execute a script in the init line of the created heli. ["[_vehc] execVM ""NameOfYourScript.sqf"""], Or is it possible to adress the global variable already in the init line? I guess it is, but i just dont get it ffs.... -
creating a global variable (DAC)
Nephris1 replied to Nephris1's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
setvehiceInit....upps. Oldy bu goldy,...didnt get that. Cheerz buddy :) -
Dynamic-AI-Creator (DAC) V3.0 released
Nephris1 replied to silola's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
How can i adress a variable to a certaingenerated unit ? Like to helicopter? I treid to use the events section but it didnt work....:confused: -
Helicopter Extraction issue - Help needed!
Nephris1 replied to Lewis909's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I would be interested in why the Strobe causes issues here. I know the strobe makes a combat helicopter to fire at a the strobe location. Maybe the heli changes its behaviour, that way it is in combat mode and doesnt land. :confused: -
Enable and disable modules
Nephris1 replied to Thats_Life 2.0's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I guess the problem is...noone knows the module code on the fly,means u could probably depbo the module and post its code here. That way we have a code to work with and can change/add certain lines or variables. When i am right there is a pbo called module in the addons folder where the single modules are packed in. -
Swedish Forces Pack for ACE
Nephris1 replied to granQ's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Surely a great release and i honour the effort u put ito it. But....is there also a Non-ACE version? I am sure ACE has become great....but there are still people out there that are not interested in ACE and prefer vanilla gameplay. -
What if CryEngine was used as Arma 3 future engine?
Nephris1 replied to jonneymendoza's topic in ARMA 2 & OA - SUGGESTIONS
Btw. why do ypu think there will be another ArmA engine or ArmA3? I think i can slightly remember an interview b4 ArmA2 release...or slightly after...hwere was stated,that there arent any intentions towards a third title. I would be glad if so, maybe in 5 yrs or what ever, but as far as this is not sure, this discussion seems to be irrelevant. Or have you read any rumors of further developments? I mean right after Arma2 everyone knew about another title, a proper Arm,A to be in development, what was ArmA2 at the end. Or is this discussion meant just hypothetic? -
AI de/activate mines
Nephris1 replied to Nephris1's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi buddy, i guess i spend feeled 24h to get a solution for those editor placed mines. But adressing any scripts to it becomes senseless like fish with tits. I can remember a mission in the BAF campaign, where u have to deactivate as engineer a few mines. But as we are not allowed anymore to open at least missions or campaigns, a little sneak into the scripts/functions is impossible. Maybe we would have found a solution there. But to be honest i gave up looking for a solution, which doesnt intend i am not interested in it anymore. Maybe it is possible to get the animstate of a unit instead of the mine. But that solution is faar from being waterproof. -
waitUntil all players are in game in MP
Nephris1 replied to ADuke's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
titleText [format["Your text...... . please wait 10 seconds"], "BLACK OUT",0.1]; waituntil {(time > 10)}; waituntil{maybe_a_initfinish_varaiable_defined_before> 0}; titleText ["", "BLACK IN",2]; I never seriously worked b4 with startloadingscreen. Would it work instead using the titletext solution? The titletext kicks in as soon as each player == !isNull, is it also by using startloadingscreen and does it work properly in mp? -
setobjecttexture and multiplayer
Nephris1 replied to ADuke's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Well it deffo works in mp. Maybe you just have to execute it local. if(islocal) then{ ....} -
Well the idea, goes actually already further, as what i was intended to do. Nevertheless it is a nice gimmick, and maybe severtal other ideas can be developed by that. So the my qustion is How to adress multiple player names by name player . Each player must also have an ID getting by the server, by what u can get his playing nickname. I am talking about dedicated environment.
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Good evening gentlemen, some things , i am sure i will never learn. I didnt in OFP neither in ArmA1 and probably wont in ArmA2. So i never understood the stuff with the % (...talking stillabout ArmA scripting btw). So i want to get the players´nick, to adress him directly. e.g. in an intro or what ever. What is the correct command for that? Edit: Answer After some research i got the following working: hint parsetext format ["<t size='1.0' color='#33FF00' align='center'>%1</t> welcome to my mission", name player]; Should really be that easy? just name player??? Nevertheless i do not really understand why we can work with % to get a string ... Would be great if someone could clear this.
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Ok. Letz get a bit deeper. How to get the name of e.g. a second or a third player? I cant call for a variable of the unit the player maybe plays like s1,s2,s3,s4 etc, as it is not sure that each variable is occupied with a player unit. sth like. player1 plays with player2 awhile player4 sleeps with player1 wife. (just to make the sense clear,from what i am trying to do)
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Updating "start" marker in briefing
Nephris1 posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi folks, i hope you can give me advice in this. My missions (MP - dedicated Server) shall use random stzarting positions. Moving the player and few objects to that random start position does shk_moveobjects script. Additionally i move the marker to that position The problem: When the briefing is loaded, the "start" marker is still on a dummy location, and moves to the actual starting position after the player has spawned. That way i cant refer to the "start" marker in the briefing itself, which can be annoying for a team to plan its misison, as the "start" marker gets updated later to the correct starting postion. I hope i was able to point out my problem correct. So how is it possible to get the "start" marker updated at the corresponding start postion and show it in the briefing before the player gets spawned? -
Updating "start" marker in briefing
Nephris1 replied to Nephris1's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thx gonna try that out. Your script resources, are always first adress reposity for me.:) -
ParamsArray: set unit playable
Nephris1 posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi folks, is it possible to control via the paramsarray the playable unit of a coop mission? Atm i created 2 Groups and am able to delete one of them via the params. Like if((paramsarray select 0) == 1) then { deletevehicle a1;deletevehicle a2;...... } else { deletevehicle s1;deletevehicle s2;..... } ; desritption.ext class Params { class Respawn_count { title = "Unit"; values[] = {1,0}; default = 1; texts[] = {"KSK","BAF"}; }; }; Is there a way to process the paramsarray "live"? Atm my solution is not obvious. As soon as players join the server, both unit groups are accessable. Means even if the admin changes the params to value 1 or 0, the player can choose KSK and BAF. Is there a way to get the groups being accessable in the server menu, depending to the params? Or are the params processed after the start only? -
ParamsArray: set unit playable
Nephris1 replied to Nephris1's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Guess it is more productive to use 2 different versions then. Thx. -
1.56 New features HELP
Nephris1 replied to Vicarious's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi guys, i wold like to return to the destroy fnc. What i did until now: init.sqf fnc_Destroy=compile preprocessFile "destroy.sqf"; destroy.sqf scriptName "destroy.sqf"; /* Author: Karel Moricky Description: Destroys building in given area based on input seed. Parameter(s): _this select 0: OBJECT - Destruction center _this select 1 (Optional): NUMBER - Destruction area diameter _this select 2 (Optional): NUMBER - Random seed _this select 3 (Optional): ARRAY - Array of blacklisted objects Returns: ARRAY - Particle sources */ if (!isserver) exitwith {debuglog "Log: [Functions] ERROR: 'BIS_fnc_destroyCity' cannot run on client.";}; private ["_center","_areaSize","_seed","_blacklist","_debug","_buildings","_pos","_posX","_posY","_posTotal","_seedLocal"]; _center = _this select 0; _areaSize = if (count _this > 1) then {_this select 1} else {1000}; _seed = if (count _this > 2) then {_this select 2} else {1138}; _blacklist = if (count _this > 3) then {_this select 3} else {[]}; _debug = if (isnil "_debug") then {false} else {_debug}; if (typename _center == typename "") then {_center = markerpos _center}; if (typename _center == typename objnull) then {_center = position _center}; if (_areaSize < 0) then {_areaSize = 1000;}; if (_seed < 0) then {_seed = 1138;}; _seed = round(_seed % 42); if (_seed == 0) then {_seed = 42;}; _buildings = _center nearobjects ["house",_areaSize]; _buildings = _buildings - _blacklist; { _pos = position _x; _posX = _pos select 0; _posY = _pos select 1; _posTotal = _posX + _posY; _seedLocal = (_posTotal % _seed) / _seed; if (_seedLocal < 0.5) then { //_x setdamage 1; for "_i" from 1 to 7 do { _x sethit [format ["dam%1",_i],1]; _x sethit [format ["dam %1",_i],1]; }; if (_debug) then {_marker =_x call bis_fnc_boundingboxmarker; _marker setmarkercolor "colorred";}; } else { if (_seedLocal > 0.9) then { //_x hideobject true; _x setdamage 1; if (_debug) then {_marker =_x call bis_fnc_boundingboxmarker; _marker setmarkercolor "colorblue";}; } else { _x setdamage 0.5; if (_debug) then {_marker =_x call bis_fnc_boundingboxmarker; _marker setmarkercolor "colorgreen";}; }; }; } foreach _buildings; true The call: go = [rasman,500,42] spawn fnc_Destroy I tried this from the init.sqf aswell as from the mission within, in a unit init. I cant get the city destroyed before the mission starts, means the player doesnt spawn into a destroyed enviroment. Any concrete hints on that? -
Updating "start" marker in briefing
Nephris1 replied to Nephris1's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thx for both inputs. But neither nor if isserver then { SHK_moveobjects = compile preprocessfile "shk_moveobjects.sqf"; _pads = [hpad2, hpad1, hpad3, hpad4, hpad5, hpad6, hpad7, hpad8] ; _dest = _pads select (floor (random count _pads)); [siteObjects,_dest,75] call SHK_moveobjects; "start" setmarkerpos (getpos _dest); }; did the trick. The "start" marker in the briefing has still a different location than the "start" marker after the player spawned. :confused: -
Got the same Mainboard, everything is fine. Can u give me the source ,that reported the conflicts plz. Ya kidding are ya? Since Win7 the installation process is peanuts. A renewal of an OS causes sometimes wonders? Another option is to just image it, e.g. with Acronis. The drives and the paths can be aligned later also with Acronis if sth shouldnt fit. Just create an image. Take of your old HDD. Put SDD on Sata1 Move the image into it. Put your old HDD on Sata2. The system will boot from Sata1 and your old HD can actually be deletet,formated or whatever.
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Absolutely. The first ssd versions had some troubles, i got me a vertex2@120gig for 180€ and it flys it doez. No texture popping anymor,great fps. Besides that the boost for the complete system is just great. Takes my system 4.8sec to boot, means from startup button at tower to login window. Btw. my I7 is not overclocked, as there is no need for it but to show it in any forums sig.Or have u ever notice your cpu reaching its limit until now? Yes your hdd is the bottleneck in that case.
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I get far over 40 fps with an i7920 and an 5870hd. But i am using a ssd disk,what made the difference for me compared tomy previous used hd (spinpoint f1). When u check your cpu awhile playing and decrease the refresh rate in your task manager u will notice the cpu has not that much to do. I guess the most hungry discipline is texure loading, what directs from the hd.