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HateDread

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Posts posted by HateDread


  1. Just to clarify, I mean, either of two possiblities (or other ways you guys come up with):

    - Firstly, and more preferably, would be another map loading and the player being 'transported' to it, at a specified location. Imagine walking along a road indicated 'To Zarghabad', then the screen fades to black, and the next map is loaded. A good example is how, in RPG games, a new 'city', 'region', or 'cell' is loaded when the boundries of the current one are crossed, a door is opened, etc. Most likely done with triggers in specific areas only (like the above example), as guided by on-screen text/hints.

    - Or, possibly, somehow using the campaign system to maybe 'force' next map load, i.e. with a trigger that 'fails/succeeds' the mission when you are outside its perimeter, allowing then next 'map' to be loaded once you reached the current map's border, etc.

    The problem with number two is that I don't see how you could go 'back' through the campaign's mission list, whilst still preserving all information. I could do it as a 'next' mission, where you have to go back, but the idea is:

    "To be able to freely travel between two or more maps as dictated by triggers and variables, allowing the mission-space to be expanded to include a variety of climates and/or terrain."


  2. Hey all,

    Like the title suggests, I am wondering if it's possible to link multiple maps together, meaning;

    When the player, for example, escapes a certain boundry/trigger, they are loaded to a new map (i.e. from Takistan to Zarghabad).

    Would it be possible using some of the campaign-style scripting, whereby info is retained from mission to mission, and therefore the player's 'stuff' could be remembered? The only problem is how would they return (i.e. go 'back' through a campaign?) And, as well, is it possible, if this is the best course of action, to 'force' a jump to the next mission?

    Cheers,

    - HateDread.


  3. AZCoder, could you possibly guide me/us through the use of this? I too would love a time accelerator that does not show visible lag.

    Fyi, with this script, accTime.sqf that I posted earlier;

    _ratio = _this select 0;

    _skipInterval = _this select 1;

    while{true}do{

    sleep _skipInterval;

    skipTime ((_skipInterval / 3600) * _ratio);

    };

    I use this to execute it:

    [0.5,30] execVM "accTime.sqf";

    Edit: Or, rather, how to use your script to, over time (pardon the pun), have more time pass (i.e. accelerated). How do people do 'quick time', as seen in domination, etc?


  4. Well, here's a trick I learnt, but not sure if it works for anything but units...

    In the init field, just write this flyinheight x where 'x' is any height above the building's top, i.e. this flyinheight 500 will set the unit ON TOP of the building as long as the number given is a height greater than the building - it places the unit on the first surface present from the height given, downwards.

    Hope this helps :)


  5. You should be able to switch to the wristblades with 'f', or is that not working?

    Yeah that is a feature Charon has semi-implemented, where a Predator can hide in a tree. Is that the sort of behaviour you meant? Not sure how to stop it, or jump down, though.

    I'm not too sure of those last two. The best idea for you is to include reproduction missions, meaning, upload a mission (I mean the actual mission folder, put into a RAR or a ZIP, such as "MISSIONNAME.Takistan"), to Megaupload.com, within which these bugs you are talking about occur. I.e. if you can make a particular mission wherein you always seem to end up in the ocean, and then upload it, we can download and see what you mean :)


  6. I seem to have a problem with the predators

    upon moving, I go into an infinite loop of shaders

    my movement keys are W S D A, and I am new to this "User action keys" thing.

    I had the same problem. Go to your options, then to configuring your controls. In the drop-down menu, select custom controls/user actions (whatever it's called), then assign user action one as the 1 on your numpad, all the way up to 9, as this mod doesn't use any further than user action 7 or 8 I believe. That way, as you play, you can hit numbers on the numpad to activate various things, freeing up WASD, etc :)

    Hope that helps!


  7. Hey,

    I tried to do the same but it's quite difficult to do, unless you write your own FSMs for AI behaviours.

    What you could try is a few of the 'AiDisable "MOVE"', 'AiDisable "TARGET"', etc. Then the plane should fly straight without diving. You might have to set velocities constantly if the above suggestions makes the plane drop.

    After that, you can createvehicle "AMMO" at the position under the plane, or just above the ground, to simulate the bombs being dropped. I.e. createvehicle "ARTY_Sh_105_HE";

    Hope that helps :)


  8. Definitely a nice mission to showcase PMC. I loved the technical near the start that rushed us.

    But, it would be nice to have the leader as an actual leader class, so we get the binoculars, and a rifle + optics, as opposed to an MG, which isn't very helpful as a squad leader. I'd rather another soldier carry the MG.


  9. I don't know if it has been posted or not, but the M134 (Minigun) doesn't work in JSRS. I tried running JSRS then Vanilla and it sounded the same.

    2nded. (I noticed with the armoured SUV).

    Is this the same with the new weapons in PMC - I.e. the XM-8? Its sound could use... help...


  10. Hey guys,

    Just wondering if a description could be added to the first post? Nothing flashy, just so we know what this actually is. It seems like it's assumed we know - many people seemed very happy to see it. I, like many others, simply looked at it, shrugged, and moved on, mostly because there is no way to tell what it's about.

    It would increase interest massively - people don't usually download things they don't know.

    Just thought that might help ^.^


  11. Thanks, Charon. We'll see how I go.

    Also, regarding the previous suggestions of hp boosting, is it possible to, in a similar vein, boost the sprint speed/enable permanent sprint (i.e. no fatigue). It's a bit strange to have the predators begin puffing/slow down after a normal man's endurance limit has been reached.

    Again, it's probably not really possible due to engine limitations.


  12. The problem with the 'shadow' is:

    - Creating a human/soldier that is invisible, and without collision (or else it'd physically clash with the player it was 'attachto'-ed to), whilst still enabling it to 'collide' with incoming rounds, and therefore be damaged.

    - Making sure the shadow is classed correctly, meaning that the enemies' hit-priority calculations are accurate - they will favour shooting certain types of units over others.

    - Having the 'shadow' character be able to take the fire for the player - it would need to be physically bigger than the player, to cover all angles they could be shot from, so I would need to somehow expand its size and/or hitbox.

    These are theoretical problems. I don't even know how to make a character invisible, and without collision, etc. I wish I did, but I can't see that working. It's a nice idea though :)

    And sure thing; I'll give it a crack. First up is the basic 'arcade' style script you were talking about earlier. I'll get to that as soon as I can, yeah? Can you describe exactly what you are after so I can go about creating it easier, and more accurately?


  13. Okay, so something like, in init.sqf:

    Telefunction =

    {

    _unit = _this select 0;

    hint "Running";

    if (damage _unit > 0.9) then

    {

    _unit allowDamage false;

    hint "PRE-TELE";

    _dir = random 360;

    _dist = 500;

    _unit setpos [(Getpos _unit select 0) + (sin _dir) * _dist, (Getpos _unit select 1) + (cos _dir) * _dist, 0];

    hint "TELE";

    _unit setdamage 0;

    _unit allowDamage true;

    };

    };

    (Ignoring debug 'hint's).

    And this in the unit's init field:

    this addEventHandler ["HandleDamage",{[sOLDIER1] call Telefunction}]

    The unit still seems to die before it can be run, though?


  14. I'm trying to basically replace the idea of the predator dying - in an MP scenario, it would mean that the humans don't know if the predator is temporarily 'neutralised', or is just hiding (the cloak makes it hard to tell).

    At present I am using, in the unit (SOLDIER1)'s init (testing on human before pred):

    this addEventHandler ["HandleDamage",{[sOLDIER1] execVM "Checkhealth.sqf"}];

    And then in 'Checkhealth.sqf':

    _unit = _this select 0;

    hint "Running";

    if (damage _unit > 0.9) then

    {

    _unit allowDamage false;

    hint "PRE-TELE";

    _dir = random 360;

    _dist = 500;

    _unit setpos [(Getpos _unit select 0) + (sin _dir) * _dist, (Getpos _unit select 1) + (cos _dir) * _dist, 0];

    hint "TELE";

    _unit setdamage 0;

    _unit allowDamage true;

    };

    The unit will die when under high-intensity fire before they can be saved.


  15. Sadly, I do not think that would work - it would create many scripting problems and obstacles. It would become a nightmare moreso than now. I can't see any other ways :/ I need to figure out how to implement the immunity directly after the damage has been dealt sufficiently.

    As you mentioned earlier, this would be a problem against insta-kill weapons such as bombs, artillery, tank guns, and even headshots, it seems.

    So your earlier idea of initial immunity sounds like it could counter those. I just need to figure out how to correctly gather the hit information - particularly how much damage a round carries WITHOUT actually damaging the target.

    Continue with your ideas! We might be on to something!

    EDIT:

    Make sure you use "CALL" for your EH, as spawns or execVMs are too slow.

    Charon Productions gave me that hint. Not sure how to use it tbh :/ Ideas?


  16. Thanks.

    At present I am trying to devise a system to teleport the predators away when they take a certain amount of damage (i.e. 0.9 out of 1). I was wondering how you managed to increase the predator health - was it via script?

    This may help me figure out how to handle high amounts of damage via script (currently, the script cannot save them fast enough to prevent death, as described here: http://forums.bistudio.com/showthread.php?t=110598).


  17. Hmm, same deal. Not sure if it offers any other improvements. Your suggestion regarding setting damage immunity, then using custom variable(s) to handle damage, seems to be an effective idea, but I am unsure how to measure the damage of an incoming round 'without' comparing the received damage with the health, i.e. 1 - healthleft = damage dealt, which could then be used to change a custom variable, also starting at 1, whilst setting the player's damage back to 0.

    Again, this requires the player to physically take damage, which is hard to 'hold back' when in full-force.

    Using a trigger running constantly when the player's damage is greater than say, 0.9, again doesn't activate fast enough to prevent death, even if after setpos-ing to somewhere else.

    This is a rather frustrating script >:C

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