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pogoman979

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Posts posted by pogoman979


  1. Myke;1822292']hasLOS

    Checks if Object A has free line of sight to Object B or if it's hidden behind obstacles of any sort (trees' date=' other objects, terrain). Basically like a radar.[/quote']

    ditto x 100. I've needed a hasLOS command in every mission i've ever done and have always had to make do with ugly brute force checks such as firing a bullet etc, that are not pretty or anywhere near as effective.


  2. Just tested and that does not work either. I assume you tried it with a playable ai unit? it works fine with ai but not with actual human players. In case you're wondering i run two instances of arma on the same machine and have them both join a local game (one of the copies needs to have an invalid cdkey to avoid "cd key in use" error), in order to test with "multiple" players.


  3. adding it via:

    onKeyPress = { 
    _key     = _this select 1; 
    _handled = false;
    switch _key do { 		
    	//T
    	case 20: {
    		if (!alive cursorTarget) exitWith { deleteVehicle cursorTarget };
    		player groupchat str cursorTarget;
    		cursorTarget addEventHandler ["fired", {
    			_unit = _this select 0;
    			player groupchat format["%1 fired", _unit];	
    		}];						
    	};
    };	
    _handled; 	
    };
    
    waitUntil { !(isNull (findDisplay 46)) }; 
    (findDisplay 46) displaySetEventHandler ["KeyDown", "_this call onKeyPress"];
    

    So basically i can add it to any unit i want, whenever, as long as that unit is revealed and in my crosshairs. i also tried adding it to the units via triggers and via respawn eventhandlers for the unit that then broadcast the code to all other players etc, theres a million ways to do it and none of them have worked.


  4. Adding a fired eventhandler to another player's unit works until they respawn, after which you can add all the fired eventhandlers you want but none of them will work.

    For clarification, i wish to add a fired eventhandler to another players avatar, i.e. player1 and player2 are in game, player1 would like to know whenever player2 fires their weapon. Adding a fired eventhandler to player2 from player1's game works until player2 respawns, in which case adding fired eventhandlers to player2 from player1's game does nothing.

    The reason i am trying to do the above is to change the effects that come out of a gun when it is fired (for a mission i'm working on), for example making your gun shoot lightning and lasers beams etc. I have already successfully implemented these effects locally for the player, and have them appear for other players when that player triggers a fired eventhandler, but i can't get them to show up for other players when that player respawns, for the aforementioned reason.

    i hope i've made myself clear, its a bit of a tricky issue to explain, was just wondering if anyone else has experienced this issue or knows a workaround. i assume BIS implemented muzzle flashes via fired eventhandlers for each player? or is that handled internally? Basically all i am trying to achieve here is to add particle effects to the weapon muzzle everytime it is fired, on each machine (as particle effects are always local).

    perhaps a MPFired eventhandler is needed?

    oh and btw, i am aware that i could broadcast to other clients whenever the player unit fires, but i think broadcasting a fired event over the network everytime the player fires a shot would create some bandwidth issues :p


  5. hey guys sorry i'm still super busy with uni so probably wont be working on this for awhile. due to a large amount of requests here's a little mission that contains the injured system, respawn system and nametags separate from insurgency.

    http://www.file-upload.net/download-2904262/pogoFunctions.Desert_E.pbo.html

    note its not documented at all but after a bit of reading it should hopefully make sense. also note that the injured system does not work with ai.


  6. yeah cheers mate the feedback is very useful. I am completely swamped with uni assignments however until next monday so am unable to make any changes until then. If you guys have any scripters among you feel free to have them edit the mission with any of the desired changes as insurgency probably won't be in my priorities for the next couple of weeks until exams are over. I'll try to get out a quickfix out though next week for all the easy changes hehe.


  7. i still dont have permission to view the page linked in your post.

    warnings are definately in the code although i admit i dont play opfor much so i dont know for sure but they should be there.

    to change the parameters you need to be logged in as admin.


  8. Player balancing: kicking players off the server if they choose an unavailable slot.

    players only get kicked off if they stack opfor. And even then there are tonnes of warning messages that say they have 30 seconds to join blufor before they will be kicked. As far as i'm concerned thats plenty of warning however it seems most players think they wont be kicked and stay on opfor anyway == their fault.

    Trust me, even with so few opfor slots one opfor player can make life hell for the blufor, and from beta testing having too many opfor makes things pretty much impossible for blufor and causes most people to rage quit so the autokicking is there for a reason (since theres no teamswap command).


  9. enemies have a 10% chance off dropping intel, so it happens fairly regularly. i havent actually tested the zargabad versions at all but they use identical scripts to the takistan version which works fine so im not sure whats going on. perhaps you guys were really unlucky :P


  10. 0.72 official release:

    http://www.file-upload.net/download-2874396/Insurgency0.72.rar.html

    main changelog:

    added takistan versions.

    added controllable helicopter

    added random start location

    added deployable/mobile HQ

    moved almost all serverside functions to clientside

    changed: intel is now dropped by enemies in a briefcase (ie no more surrendering insurgents).

    changed: opfor now choose ai to control and can switch between any opfor ai on the map that isnt within 100m of blufor.

    added new parameters:

    number of ammo caches

    number of blufor respawns

    enable/disable insurgency map markers

    change ai intensity (number of ai that spawn per player)

    and a tonne of other minor tweaks and additions.


  11. playing 0.72b1 atm

    i highly dislike the fact that (like in previous versions) a single player cant clear/green up capped zones,this is highly annoying playing with low player count (read = 1)

    Oh yea,its srsly hard to cap/get INTEL from the insurgents,previous versions you just wounded them when they r low on numbers and you will get INTEL,but atm its impossible for me to retrieve any worthy information or a successfull capture

    And what s up with the AI controlled choppers,the only thing it does is return to a remobilized HQ and i cant kill the pilot to use the chopper nor is it usable as transport (click map point/get transported there)

    Why not make it a optional chopper for the player to use ... it got its sense on Takistan,Zargabad doesnt need a chopper imho

    And pls,add me in the Mk17 not the Mk16 variant which i dislike also (for no obvious reason)

    :D

    Cheers,thumbs up

    0.72b1 was a botched release. 0.72b2 is out now. Insurgents dont surrender anymore some of them drop intel when you kill them. Also the helicopter can be controlled by going to the communications menu (press 0->8). i'll add in mk17's. Official release will be out today as 0.72b2 is working well :).


  12. 0.70 or 0.71betaxx?

    if you are referring to 0.70 then please try the latest beta version as 0.70 is ancient and the opfor spawning system completely different to what it is now. 0.72beta1 will be out soon (im just swamped with uni work atm) and it contains a whole bunch more of radical gameplay changes.


  13. Nah, that ain't right. Unless the mission maker did'nt know how to script a CAS AI properly so he has the player take control of it instead?

    ...

    Show me how to make the ai fly better than a human can and engage targets more intelligently and how to make it communicate with other players-oh wait, thats impossible.

    Coding in AI CAS is piss easy and anyone can do it, but why the hell would you want ai to do something a player could do 100 times better. If i call an ai a10 in to strafe some buildings and engage some infantry targets, hes not going to, unless i start coding in fireAtTarget and change his bearing to line up exactly with the desired targets every couple of seconds, which is far too much work.

    Also why take the fun away from the players? Everyone loves strafing things in the a10 so why assign that role to a computer thats probably gonna go off course and engage a tank 1000m west of the designated area.

    When coding missions you need to think about whats fun for the players and whats not, but i guess you wouldn't know the difference BF2_Trooper :P

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