Muzzwezz
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I think the usual method is for the client and server to sync a agreed "general trajectory" [say its a body being blown up] or "flight path" then the client will do all the small actions e.g. the "falling" of the body, that will fall along the synced flight path, hence why games often bodies are in slightly different positions on different clients
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NoRailgunner - It doesn't have to clutter, make it small, translucent and only appears when your injured anfiach - Yes actually, because that EXACTLY the kind of thing that makes it "more arcade like", ruining around injured like it doesnt matter. Not to mention when my guy starts grunting I get paranoid because im immersed into the game, and it can give away your position. Curry - thats totally dependent on the situation and wound - i only suggested as diagram as it doent have to give away unrealistic information such as "83% health", the diagram would be the most realistic way to go and it would just show a location on a body, and maybe the severity of it - have you never had it when your player starts complaining, but theres no blood or no wound?, have you never had it when you see a badguy and bring up your sights to shoot to find you cant aim for shite and without realizing yove been injured in the arm?, ever gone for a car journey to then get out and suddenly be injured to no reason LJF - of course, but the idea was the diagram doesnt have to clutter and would be the most realistic method, Deadfast - no you cant, sometimes it doesn't show and i dont really want to be doing that mid-firefight anyway Alex72 already replied It twas just an idea anyhoo.
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What I hate is not knowing if im injured, and if I am some of the time I never even know where. Sometimes the first indication of being injured is him starting to make pain noises, or even if you do know that you've been shot trying to find the location can be hard or impossible. Using free-look [if third person is disabled] is our only method to try and see if ive been shot in the torso or arm, and its ridiculous. All I want is a simple diagram of a body and a little icon to tell me where ive been hurt, I know it sounds a little "COD like", this is not unrealistic, whats unrealistic is running around whilst been shot in the torso but not realizing it until 5 minutes later he makes a strange sound, which you might even mistake for the person next to you [or mistake their sound for your own injury]!
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Ive not need this one before, made a quick video playing on DAO, got into a heli, decided i didnt want to pilot so i got out, then a second later i appeared in the pilot seat of the helicopter - as the pilot, but i could see myself outside the helicopter at the same time, moving around as i moved the mouse, i couldnt get out of the pilot seat and someone else proceeded to fly off Talk about an outer-body experience. You can see on the map and the GPS i was stationary at the main base, but my view was in the heli pilot seat, couldn't get out or anything. http://www.youtube.com/watch?v=vu82e477AbA
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SQS loops and ifstatements not working
Muzzwezz replied to Muzzwezz's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
<object width="425" height="344"><param name="movie" value="http://www.youtube.com/watch?v=GE7oeZneiZI&hl=en_US&fs=1&rel=0"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=GE7oeZneiZI&hl=en_US&fs=1&rel=0" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object> Got it working in the end. since the video i have tweaked the heli incoming speed and the distance the objects attach to the heli making it abit smoother. -
SQS loops and ifstatements not working
Muzzwezz posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hello My problem is basic i wanted to make my own "airlift" sequence, but outraged by the inaccuracy of "doMove" [Jeeps would teleport to choppers who where not stopping at the right location] i decided to make my own script. First a bug or what? if i use FlyinHeight, it seems to work fine for numbers < 10, i can put 9.9 and its fine, but if i put 10 in then the helicopter goes to about 25 meters not 10! wtf. Anyway carrying on my script atm is a SQS i would like to make it SQF but if i put execVM "..." into a "On Act.:" it comes up with an error "Type script expected nothing". Am i doing this wrong or cant i launch SQF from waypoint onAct? so anyway carrying on here is the script that should work: private ["_target", "_angle", "_distance", "_speed", "_defineSpeed", "_check"]; _defineSpeed = 10; _check=0; heli flyInHeight 9.99; _target = [(position lan select 0)-(position heli select 0),(position lan select 1)-(position heli select 1)] ; _angle = (_target select 0) atan2 (_target select 1); //Get theta-angle _distance = sqrt(((_target select 0)^2) + ((_target select 1)^2)); _speed = ((_target select 1) / (_target select 0))*_defineSpeed; //Get the gradient Heli setDir _angle; //Face target the correct direction Heli setVelocity [defineSpeed, _speed, 0]; //Set correct speed ;//@( (Heli distance lan) < 5); //wait till they are within ~5m player sidechat str(Heli distance lan); while {_check == 0} do { if((Heli distance lan) < 5) then { Heli setVelocity [0, 0, 0]; //Stop helicopter lan attachto [heli, [0,0,-7.5]]; check=1; }; }; Let me explain this a little, "Heli" is the helicopter to pickup the jeep "lan". [if someone can tell me how to pass parameters to a script that would be great [i.e. make it a function e.g. airlift(Heli,lan); - would airlift lan with Heli]] Now its the waiting till the helicopter reaches the target is the problem: waitUntill {(heli distance lan )< 5} doesent work @( (Heli distance lan) < 5); doesent work Ive even tried putting in that horrible inefficient loop [ive tried several variations and code for SQS and SQF] but it never seems to work, it ignores both the while and if statement. Any ideas guys? cheers. edit: [yes i know i dont check the quadrants on the angle-theta but ill add it in later] -
Ive googled and gone through tutorials but cannot find the answer to this simple question: I am making my first mission in the editor, and i have created my an "Intro" however i don't know how to end the intro and tell it to start the actual mission... What script command is this? I assumed it might be "endMission "CONTINUE";" yet this seems to do nothing. Any help thanks.
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Rag-doll physics: - not all the time but if i kill someone while there changing weapon i don't expect them to finish changing weapon before they decided to die, also it would make deaths from explosions more realistic, less just "falling down" SA-80A2 - No explanation required Flash Bangs - Would be nice ive never seen anyone use smoke online, but flashbangs maybe...? M16A4 + Red-dot + M203 - Please please please, i love the reddot but miss having a GL - or at least a M4+reddot+M203 Radar - in vehicles without radars Craters - Bombs and arty shells could make craters to take cover in - would be nice Resting weapons on walls - Especially useful for support LMG's near-sounds - Sounds close <50m i really cant tell the direction [£60 soundcard], even if i hear a shot 5 meters away it sounds like its from all directions, please improve Helping soldiers - When im a rifleman and see a wounded friend and cant help its annoying, it would be nice if other soldiers could give others field dressings so the injured solders say can stand and walk but not run, slightly improved accuracy until they properly heal at medic of field hospital USMC motorbike sound - Keep revving its engine, had this problem in ArmA1 also, the russian bike's sound works fine Infantry LOD models - Improve the level of detail models, it would be nice if infantry LOD models reduced as a slower rate than other ingame objects as TK's happen far too much because its often too hard to ID a target Ghilli suits Make it virtually impossible for fast target-ID friend or foe, which gives the snipers an advantage in a firefight esp CQB, snipers dont go in urban areas for CQB i say just remove them alltogether. So many times have i ignored an enemy thinking they where friendly and not-lived to regret it Helicopter control panel screens need Self-illumination - When they go in the shadow you cannot see them which is very annoying as they should be emitting light. please fix. Ammocount - I think it would be a great improvement to not show the ammo-count, it would really increase atmosphere not knowing how much ammo you had, It should still display magazine count but just not how many bullets are left in your current mag. Kill-awards - Please fix the MP kill awards, so many times i have shot a tank for it to burn for 1/2 a second and then explode and the driver being "killed" and thus im not awarded with either the tank or crew kills. Same as if someone runs a friendly over in a vehicle it doesnt count as a TK etc... I think once or twice when the tank explodes it sometimes even counts as the commander TK'ing the rest of the crew - which is unfair on the commander and the guy who shot the tank