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CptBBQ

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About CptBBQ

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  1. I think I forgot to mention something important. The module provides an option called 'observation post' (or similar) which causes the units to take positions in military buildings. That´s the part I´m interested in. I totally forgot there are quite a few other options to that module... So basically I´m looking for a flexible and performance friendly way to garrison opfor units in buildings. I guess there are mods that can do this but I was hoping to accomplish it with vanilla content only.
  2. Early bump, because I´m really stuck on this issue...
  3. Hi guys, I´ve been trying to figure this out for a while now but couldn´t find any info on the issue. I there a way to create and configure the "OFPOR site" module during a mission and via script? What I want to achieve is having a random amount of sites on random positions with random strength and so on. Also, the units shouldn´t be there at the mission start. I don´t think this can be done via editor but I don´t know if it´s even possible to do it by script. All I´ve found so far is the class name "site_opfor" and that "createUnit" should be able to create any class defined in cfgVehicles. But how do I setup all the parameters? Thanks in advance. Cheers CptBBQ
  4. Thanks again. Is there some kind of "howTo:cba"-thread I haven´t found yet? I don´t want to stray even more off-topic.
  5. Thanks, Sickboy. This was more about the general use of XEH´s than about triggers. Now I know I can´t use the same eventhandler for global events and where-local events, because the parameters will differ.
  6. Well, the description for both events says "First param must be the object to check". So I suppose the example given by Riouken wouldn´t work with whereLocalEvent because the first parameter is a position...?
  7. Thanks, Riouken! I´m starting to get the hang of it. Also, at first I thought 'parameter one' would be the name of the EH - after all it´s a parameter, too :o ------------------------------------------------------ EDIT: Wait... that made me think. What if the EH contains more complex code, accessing several parameters via "_this select x". Now, depending on the kind of event that is raised the number of parameters might vary. So my question would be, what will "_this select 0" return, if the event is raised with CBA_fnc_remoteLocalEvent?
  8. Could someone please explain this for dummies? :o I´ve recently started experimenting with XEH´s and I´m still wondering how to put them to best use... thanks
  9. CptBBQ

    Grenades - Gameplay

    I can´t believe this hasn´t been mentioned yet: Someone gets killed with a live grenade in his hand? That thing better goes off! I weep for grenades that die with their owner :( Also: Thumbs up for 'cooking' grenades.
  10. Wow, I really feel enlightened now =) Thanks for all the infos. I actually feared 50 parallel scripts could be problematic, even if most of them were 'sleeping' at any time. I think now I´ve got a good idea of what my script will have to look like. Thanks again to all of you. Cheers, Bbq
  11. So, you´d say having something like 40 triggers active for this purpose wouldn´t be too bad for the performance? I´m actually hoping triggers are the way to go, but I don´t know how badly their resource demand adds up when used in those numbers.
  12. Well, maybe I´m doing it wrong, but mostly I have problems with vehicles. Parked vehicles spawn on the weirdest positions, ignoring editor placed objects. And it seems to be impossible to get a decent moving traffic using alice. Also, I heard there are some MP issues which I´d like to avoid. I was hoping to be able to use my script for pedestrians as well as civs in vehicles and in houses, mostly on a dedicated server.
  13. Hi all! I´m currently planing a simple ambient civilian script and I´d like to get some additional input before I get started. First up, I know there´s already a module built in for this purpose but that doesn't work for me perfectly in some aspects. Also, this is meant as a little scripting practice for myself. Anyway, I´m aiming for a straightforward approach without sacrificing too much resources to the feature. Also, I don´t want it to eat up my 144 groups limit, so I cannot use waypoints. The problem I see is, how would I keep track of each single unit, to issue them a new move order, as soon as the previous order is completed. Or in other words, what would be the most efficient way to check the distance to an individual target position for about 100 units? I came up with two simple concepts, but I´ve got no idea which one would be more efficient - or whether any of them is actually any good... Trigger method - create 1 trigger per unit - order unit to move towards trigger - unit reaches trigger - script is fired that places the trigger on a new random position - goto step 2 'Loop' method - store all civ units in unitArray - store individual target positions with setVariable "inside" each civ unit - iterate through unitArray, checking distance to target for each unit - if distance is smaller than x a new target position is chosen - goto step 2 Which method would you go with? Do you have an idea for a different approach? Any input is appreciated. Cheers, CptBBQ
  14. Well, I´ll definitely wait and see what the ACE guys decide to do with the game.
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