Nielsen
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Posts posted by Nielsen
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@Shk

Dude, you are so at the top of my list of most-appreciated-Arma2-community-members right about now!
This rewrite is pure gold! The fact that I dont have to sequentially name my tasks, and that I can create/change tasks on the fly, just makes this the biggest gem I've seen on the editing forum for a while.
Thank you SO much for taking the time to make this.
YOU ROCK! :ok:
Regards,
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Indeed you did. Sorry, I get it now :)
And it WORKS!
x10You are awesome!
On the other hand - I suck!
I can not get it to work in my test mission :butbut:
I cant see why. It seems so simple, that I cant believe I'm screwing it up.
init.sqf:
if isserver then { task_states_for_jips = []; }; fnCompleteTask = { if isserver then { task_states_for_jips set [count task_states_for_jips,_this]; publicvariable "task_states_for_jips"; }; call compile format ["task%1 settaskstate ""succeeded""",_this]; }; if !isdedicated then { [] spawn { waitUntil {!isnull player}; /* Create your tasks, their variable must be named task1, task2, task3 and so on. */ task1 = player createSimpleTask ["task1"]; task1 setSimpleTaskDescription ["Kill some bad guy","Bad guy",""]; task2 = player createSimpleTask ["task2"]; task2 setSimpleTaskDescription ["Run away like a little girl","Extraction",""]; /* End of task creation */ waituntil {!isnil "task_states_for_jips"}; { call compile format ["task%1 settaskstate ""succeeded""",_x]; } foreach task_states_for_jips; }; };Then I create additional tasks via script.
Trigger1:
Con: Radio Juliet
Act: nul = [] execVM "setup_tasks.sqf";
setup_tasks.sqf:
task3 = player createSimpleTask ["task3"]; task3 setSimpleTaskDescription ["Kill some bad guy","Bad guy",""]; task3 setSimpleTaskDestination getPos testunit; task3 setTaskState "Assigned"; task4 = player createSimpleTask ["task4"]; task4 setSimpleTaskDescription ["Kill some bad guy","Bad guy",""]; task4 setSimpleTaskDestination getPos testunit; task4 setTaskState "Assigned"; task5 = player createSimpleTask ["task5"]; task5 setSimpleTaskDescription ["Kill some bad guy","Bad guy",""]; task5 setSimpleTaskDestination getPos testunit; task5 setTaskState "Assigned"; task6 = player createSimpleTask ["task6"]; task6 setSimpleTaskDescription ["Kill some bad guy","Bad guy",""]; task6 setSimpleTaskDestination getPos testunit; task6 setTaskState "Assigned"; task7 = player createSimpleTask ["task7"]; task7 setSimpleTaskDescription ["Kill some bad guy","Bad guy",""]; task7 setSimpleTaskDestination getPos testunit; task7 setTaskState "Assigned"; task8 = player createSimpleTask ["task8"]; task8 setSimpleTaskDescription ["Kill some bad guy","Bad guy",""]; task8 setSimpleTaskDestination getPos testunit; task8 setTaskState "Assigned"; If (isserver) then { PublicVariable "task3"; PublicVariable "task4"; PublicVariable "task5"; PublicVariable "task6"; PublicVariable "task7"; PublicVariable "task8"; };( I tried having it all be in the (isserver), but then the tasks would not be created on my buddys client).
Then to update the tasks I've got a couple of triggers:
Trigger2:
Con: Radio Alpha
Act: 1 call fnCompleteTask;
Trigger2:
Con: Radio Bravo
Act: 2 call fnCompleteTask;
Trigger3:
Con: Radio Charlie
Act: 3 call fnCompleteTask; 4 call fnCompleteTask; 5 call fnCompleteTask;
Trigger4:
Con: Radio Delta
Act: 6 call fnCompleteTask; 7 call fnCompleteTask; 8 call fnCompleteTask;
When I do this, my buddies tasks do not update on Trigger3 and Trigger4, only the two first.
I tried having a trigger with:
Con: Radio Charlie
Act: for "_i" from 3 to 8 do {_i call fnCompleteTask};
Like in your samplemission, but when I did that only the bottom three of his tasks would update to completed.
Bare in mind that this is all before he tries to reconnect. This problem is while I'm trying to complete the tasks with him ingame.
I can not understand this. Your example mission works flawlessly. Everything gets updated, and stays updated on JIP - just as I wanted.
What am I doing wrong here?
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Allright. I tried to include a gamelogic with the name BIS_missionScope. I then removed the part where I defined BIS_missionSope in the init.sqf. The result was interesting.
When I try to rCreateSimpleTask I get the task, but is not able to update it - just like before when I set BIS_missionScope in the init.sqf. But now I get an error: Taskarray not defined in BIS_missionScope.
In addition I just found this in a campaign mission initJIPcompatible.sqf:
BIS_missionScope setVariable ["statusFyodor", "neutral"]; BIS_missionScope setVariable ["nikitinDead", FALSE]; BIS_missionScope setVariable ["mainObjsCompleted", 0]; BIS_missionScope setVariable ["metGalkina", FALSE]; if (isNil {BIS_missionScope getVariable "CHBasePos"}) then {BIS_missionScope setVariable ["CHBasePos", 1]}; BIS_missionScope setVariable ["sentryPoints", [ BIS_chedSentry1, BIS_chedSentry2, BIS_chedSentry3, BIS_chedSentry4, BIS_chedSentry5, BIS_chedSentry6 ] ]; BIS_missionScope setVariable ["sentryMarkers", [ "BIS_chedSentry1", "BIS_chedSentry2", "BIS_chedSentry3", "BIS_chedSentry4", "BIS_chedSentry5", "BIS_chedSentry6" ] ];I dont really understand how it all ties together. Any thoughts?
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Great update man!
Really nice with the password option. And I still love the windows UI.
Nice that you have implemented optional NV for CCTV also.
This update brought all the improvement I could think of. Good work.
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@shk
It is really kind of you to make this. I really like the update method. Even a novice like me can make that work :) I'm not sure how it all works though.
Do I just create the specifik tasks in the spawn like this:
if !isdedicated then { [] spawn { waitUntil {!isnull player}; for [{_i=15},{_i>0},{_i=_i-1}] do { call compile format [" task%1 = player createSimpleTask [""task%1""]; task%1 setSimpleTaskDescription [""desc%1"",""title%1"",""""];" [color="Red"]task%2 = player createSimpleTask [""Go blow up stuff%2""]; task%2 setSimpleTaskDescription [""Blow up stuff fast%2"",""Blow up%2"",""""];"[/color] ,_i]; }; waituntil {!isnil "task_states_for_jips"}; { call compile format ["task%1 settaskstate ""succeeded""",_x]; } foreach task_states_for_jips; }; };and then change the {_i=15} to the number of tasks I have?
Also. I really want to create the tasks by trigger detection. Not all tasks should be there from the start. Is this possible with this script, or with slight changes?
Unfortunately my buddy is unavailable for JIP testing at the moment. It really looks promising though. I cant wait to test it out. If I could create tasks on the fly and update them like this - and the JIP updates works for all; well, then I would just be the merriest mission maker on this forum :)
Thanks again!
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Hmm. Cant figure out how to delete this post.
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I really appreciate the help guys!
@shk: Good point. I will respond in the other thread.
See if you can find the part about rCREATESIMPLETASK in the script found in the modules pbo. Post it in this thread, and I'll do my best to interpret it.
Right. I have looked at the scripts again, and I feel like I almost understand it. I just cant wrap my head around it. It is hard to pick the important lines of the script, as it all seems kinda important. I'll post the full script in a spoiler below. It aint that long. But here is a comment in the script that seems vital information.
createSimpleTask.sqf snipit
///[] spawn {" \n " _nic = [player, objNull, rCREATESIMPLETASK, ""obj7""] call RE; /// init = /*%FSM<STATEINIT""">*/"_nic = [objNull, objNull, rSETTASKSTATE, BIS_missionScope getVariable ""obj0"", ""Succeeded""] call RE;" \n "" \nThe editor wont accept the
_nic = [player, objNull, rCREATESIMPLETASK, ""obj7""] call RE;
It says "Missing ]". If I remove the double "" so it only says "obj7" - it will work as before.
Further down in the script it says:
if (isNil "BIS_missionScope") exitWith {hint "ERROR: BIS_missionScope is nil";textLogFormat["ERROR: MPF_rCREATESIMPLETASK calls fails - no BIS_missionScope logic"];}; if (alive BIS_missionScope) then {BIS_missionScope setVariable [_taskName+"TaskArray", _taskArray]}; if (alive BIS_missionScope) then {BIS_missionScope setVariable [_taskName+"Objects", _taskArrayObjects]}; if (alive BIS_missionScope) then {BIS_missionScope setVariable [_taskName, _taskArray select 0]}; //last created task is stored in variableDoes the "alive BIS_missionscope" mean that I should create a gamelogic with that name perhaps?
Here is the full script:
scriptName "MP\data\scriptCommands\createSimpleTask.sqf"; private ["_caller","_target","_taskName","_group","_taskArray", "_newTask"]; _caller = _this select 0; _target = _this select 1; _taskName = _this select 2; ///[] spawn {" \n " _nic = [player, objNull, rCREATESIMPLETASK, ""obj7""] call RE; /// init = /*%FSM<STATEINIT""">*/"_nic = [objNull, objNull, rSETTASKSTATE, BIS_missionScope getVariable ""obj0"", ""Succeeded""] call RE;" \n "" \n ///[] spawn {" \n " _nic = [bIS_Cooper, objNull, rCREATESIMPLETASK, ""obj7""] call RE; _group = group _caller; if (!isNil "BIS_DEBUG_MPF") then { textLogFormat["MPF_rCREATESIMPLETASK %1 group %2", _caller, _group]; }; _taskArray = []; _taskArrayObjects = []; //objects that has this task assigned { /* if (!isNil "BIS_DEBUG_MPF") then { textLogFormat["MPF_rCREATESIMPLETASK setting for: %1 isPlayer: %2", _x, isPlayer _x]; }; */ _newTask = _x createSimpleTask [_taskName]; _taskArray = [_newTask] + _taskArray; _taskArrayObjects = _taskArrayObjects + [_x]; } foreach units _group; if (!isNil "BIS_DEBUG_MPF") then { textLogFormat["MPF_rCREATESIMPLETASK _taskArray %1", _taskArray]; textLogFormat["MPF_rCREATESIMPLETASK _taskArrayObjects %1", _taskArrayObjects]; }; if (isNil "BIS_missionScope") exitWith {hint "ERROR: BIS_missionScope is nil";textLogFormat["ERROR: MPF_rCREATESIMPLETASK calls fails - no BIS_missionScope logic"];}; if (alive BIS_missionScope) then {BIS_missionScope setVariable [_taskName+"TaskArray", _taskArray]}; if (alive BIS_missionScope) then {BIS_missionScope setVariable [_taskName+"Objects", _taskArrayObjects]}; if (alive BIS_missionScope) then {BIS_missionScope setVariable [_taskName, _taskArray select 0]}; //last created task is stored in variable //BIS_newTask = _caller createSimpleTask [_taskName]; //if (alive BIS_missionScope) then {BIS_missionScope setVariable [_taskName, BIS_newTask]}; -
@ST Dux:
Well now it gets kinda weird.
I tried to set the BIS_missionscope in the init.sqf and it seems to work (kinda).
The command:
[player,nil,"per",rCreateSimpleTask,"tskobj1"] call RE;
Now created a task, and I got no error about BIS_missionscope.
This kinda freaks me out, since it does not seem to matter what BIS_missionscope is, as long as it is not nil. Both BIS_missionscope = true / = false / = 1, yielded the same result. I get the task.
This would seem to be all good and problem solved, BUT.
When the task is created my other tested commands stop working.
If I create a task normally (tskobj1 = Player Createsimpletask), I can update it with:
[nil,player,"per",rsetTaskState,tskobj1,"SUCCEEDED"] call RE;
But when i create it with remote execution, the above command no longer works, and I can not rSettaskstate. At least not with the command that worked for me before. So two steps ahead, and one step back I guess.
Any thoughts?
@Shk:
Thanks for your input, and taking the time to post me a demonstration. My problem however, is not that the double trigger method does not work at all. The problem is that it seems to be unreliable. Your example relies on the PV's getting sent to the player on JIP. This works fine as long as you only get one PV from the server. The problem is that I got multiple (8) tasks, that are all created and completed via this method. The engine does not seem to take to kindly to all these PV's sent. Some, but not all tasks are correctly updated when joining. I've tried to correct it, by only making the variables public onplayerconnected, to make sure that they were recieved in the right order, and use 'sleep' so that the first variable/trigger has time to createsimpletask before the second comes in and SettaskState. This seem to create much more consistent/correct task updates on JIP, but it is still not totally reliable. When testing, sometimes all tasks are updated to completed, sometimes one or two are stuck at created. I simply do not understand why. It makes no sense to me. Another thing is, that even if the above worked, it would still leave the issue of all the variables being public after the onplayerconnected script has run. And as I said, all those (16) PV's seems to somehow, mess up the system. Or have I missed something?
I really appreciate both of you taking the time to help me out.
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I have tried to look through the scriptingcommands in the modules .pbo. But it does not make a lot of sense to me. I'm learning to script, getting better by the hour, but I'm not well versed enough to wrap my head around deep code bloks and complex command structures. I am trying though...
I am not at my own rig atm, but when I get home, I will try to set the BIS_missionscope and post the error here.
I does seem to be an effect of wrong syntax however. I have recieved the same error with the rSetTaskState command before I got it to work. I tried:
[nil,TskObj1,"per",rSettaskState,"Succeeded"] call RE;
And got the error. With the correct command (listed in my op) it works like a charm. So I feel that if I just get the right syntax, it should work. I just can't decipher it.
You are correct in your assumption. All I'm trying to do is make my tasks JIP compatible. But every other way I have tried have failed. I figured the build-in BIS functions should work, if I can get them to work in the first place.
I have tried double-triggers w. PublicVariables, and the TaskMaster script. Nothing seems to work for me, despite reading every post I can find on the matter.
I have described my (failed) efforts to make my missions JIP-compatible here.
Any help in making my tasks JIP compatible would be so greatly appreciated!
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Thanks for responding!
Yeah, I should have wrote what I have tried. But it seems no matter what I do, I keep getting an error that: BIS_missionSope is nil. I have tried so many different variations that I cant remember them all.
I have tried simple lines that look like what I have working e.g.:
_nic = [nil,player,"per",rCreateSimpleTask,tskobj1,"TEST"] call RE;
I have also tried replacing player with taskobj back and forth in my variations.
The closest I have come to an answer is this command ind the BIS mission .pbo.
_nic = [objNull, BIS_Cooper, "per", rCREATETASKSET, "objEvidence", [localize "init.sqf_8", localize "init.sqf_9_0", ""]] call RE;
I have tried to modify this a lot, but get the same error (BIS_missionscope is nil). I could not figure out what the init.sqf_8 (etc.) was reffering to. Also, I do not know what CreateTaskSet is or does, so I dont know how it differs in execution from rCreatesimpleTask.
Regarding the "loc", I dont use it. I just pasted a command line that I have had working. I guess I wouldnt use the "loc" when setting it up in a mission. It is really the "per" I'm interested in with these commands.
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I've been looking through the wiki, forums and BIS modules and functions .pbo's.
I simply can not figure out how to create a simple task for players with remote execution (through the MP Framework).
I can change a (normal/local) created task just fine with e.g.
_nic = [nil,player,"loc"+"per",rsetTaskState,tskobj1,"SUCCEEDED"] call RE;
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But despite all my trial and error, I can not get the rCreatesimpleTask command to work. :(
Would anybody please give me an example of a command line that creates a task through remote execution?
Pretty please with sugar on the top

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I think you may want to re-consider dropping support for single player and hosted servers, as many of the mission makers that would need this sort of script pack are also those that would be playing hosted small coops.
I second that. This would be so priceless to me if it was not restricted to dedicated servers.
Anyways. Great initiative with the rewrite. Grats.
I only wish it was the script for me.
Regards,
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Hi all.
For longer than I care to rememeber, I have tried to make my missions JIP compatible - but to no avail. I've read all I could find about this and it is starting to drive me crazy.
I have done a 2 trigger solution:
-1trigger:
Con: this
Act: objdone = true; PublicVariable "objdone";
-2trigger
Con: Objdone
Act: tskObj1 settaskstate "SUCCEEDED";
This failed to update when I had a player connect and multiple tasks where both created and completed with PV on JIP. I figured that Variable/trigger that completed the task might "fire" before the Variable creating it. I then removed the PublicVariables in the triggers, and set a -
Init.sqf:
onPlayerConnected "nul=[] execVM 'testJIP.sqf'";
testJIP.sqf:
obj1created = true; sleep 1; PubliVariable "obj1created"; sleep 1; obj1done = true; sleep 1; "PublicVariable "obj1done"; sleep 1; obj2created = true; sleep 1; PublicVariable "obj2created"; sleep 1; //And so on.
I inluded the sleep, as I read on a forum, that it might cause problems when a client recieves more than 1 publicvariable at a time (pr. frame).
This solution seems to be much more consistent, but it still fails to update all (8) tasks to completed. 1 or 2 are allways only created when a player connects. In addition this does'nt solve the problem when another JIP happens, and the variables are allready public trough onplayerconnected. Then nothing really works.
Then I read about the Multiplayer Framework in the functions module and thought

I have tried it, but can not get it to work either.
I add a functions module to my mission.
In init.sqf I add:
waituntil {!isnil "bis_fnc_init"}; waituntil {!isnil "BIS_MPF_InitDone"};as I have seen suggested on the forums.
The I use the code
[nil,TskObj1,"per",rSettaskState,"Succeeded"] call RE;
to update the tasks, but it does not work.
I get and Error. I says that BIS_missionScope is nil.
I have tried to include a:
waituntil {!isnil "BIS_missionScope"};In the init.sqf, but that does not work.
I read on the forum that the MP Framework had to be initialized, and that could be done with:
if (isnil "RE") then {[] execVM "\ca\Modules\MP\data\scripts\MPframework.sqf"};That does not seem to work either..
I have also tried the TaskMaster script by 'Shk', but that wont work for me either. When I open the demomissions and have a buddy JIP the tasks wont update correctly.
Would someone be so kind to explain to me how I get the Multiplayer Framework to work, or how to make my tasks update properly for JIP.
I would be forever gratefull. Thanks in advance.
Kind regards,
R. Nielsen
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Allow me - as a scripting novice, potentially confused by overly complex information - to give my take on the level of information offered here.
I think it is great with input about alternative ways (execution swiftness).
I would agree with Myke, that heavy discussion about which code is best, is a sure way to confuse scripting noobs like myself. On the other hand, it is great to have pros and cons pointed out.
In regards to the "Set command", I read it, and figured that just adding to arrays with '+' seemed more simple and manageable for me, so I'll propably go with that for now. But I'm glad to be aware of the 'set' command. I have bookmarked this thread, and will surely return to play around with the set command, once I'm a bit more comfortable around arrays.
One thing this discussion let me thinking was: How big a role is script execution speed playing in the performance of my missions? How big a deal is this? And when should I opt for one command over another. When giving alternative views on commands, it would be really helpfull if people pointed out, how, when and why I should use a given command over another.
Regards
EDIT: BTW, I would love your guys' wisdom on eventhandlers to :D
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Great post (and supplements).
Really informative for us scripting laymen.
I really wish I saw more of these types of posts.
Two thumbs up!
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@Loyalguard: Of course. I feel stupid for not checking in daylight. All the static had me fooled, as I could see that it seemed to work. I think the amount of static is fairly high, but it makes the right impression. In other words, I like it as it is. NV would surely be an option. I dont see that as a problem realism wise.
Looking forward to the password implementation.
Once again. Great job!
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This is an awsome idea. I'm really impressed by this addon/script.
Feels very thought trough. Great job Loyalguard!
Just two small things.
1. I cant get the CCTV to work. When I Log on in the demo mission and press the button, I get no camera views. Only a kind of static flickering, like on unconnected tv's - which is pretty cool looking by itself. I figure this is intentional, and that I have missed something. Do I have to do something in order for the cameras to work?
2. On the Armaholic downoad, it says - under features - that there is the option to require a password for 'log on'. I take it that this is a mistake, as I see you list this in your future plans in this thread, and I cant find any info on how to implement passwords. Just wanted to check though, as that would be an awsome feature (imho). I really hope you get around to implementing that feature soon.
Once again.
Great addon/script, and really great that you release it as both addon and script pack. Two thumbs up from here!
Regards
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Well I got it working. I decided to do it without the dogtag items. i just set an eventhandler with "on killed then addaction" on the groupmembers, and set a few variables. And added a trigger to check for a match: (liveplayers + dogtags) >= initialgroup.
It works, as I figured it would.
But I really want to involve dogtags in inventory, so its not just another addaction with no visible effect..
Anyone got an idea?
EDIT:
Gosh darn it.
I just realized that eventhandlers are local, and I want all players to be able to pick up the dogtags.
So I'm back to square one.
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Hi fellows.
I've wanted to make a mission where "noone gets left behind" for a long time. What I really want to do is force players to take fallen comrades back with them to base. The problem is, that I do not know how to refer to specific dead bodies, and if it is even possible. Second; its gonna be a long drag back, when you can't load the bodies into vehicles.
Scripting this seems to be way out of my scope.
Instead I decided to give all BlueFor dogtags, and then make a trigger that detects if all dogtags are present in triggerarea. So if Bluefor dies, the dogtags have to be retrieved to base for mission completion.
I have two problems. The first is that players kan only have one radio/map/dogtag in the inventory at a time. This makes it kinda hard to collect the dogtags. I can solve this with ACE Backpacks. The dogtags kan be stored there. It's a shame that players cant have their initial dogtags staying in the inventory, but I guess I can live with that. I would appreciate any ideas though.
The next (main) problem is then.
How do I set a trigger to check for a specific number of an specific item across all players inventory (including backpacks) in the trigger area?
I've had no luck browsing the forums. Any ideas on this?
Thanks in advance
Regards
EDIT: Btw, I have tried the inbuild ACE feature, but it does not seem to work properly. So I decided to set it up on my own. Hence this post, instead of a post in the ACE thread. Besides it does not just relate to the dogtags. This would be helpfull for retrieving evidence and such also, so I'm very curious about the trigger thing.
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This is great. Can't wait to check it out!
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Sorry for the late reply. I've been AFK for a couple of days.
Hello againI checked Devheaven, and this is the relevant ticket to the topic: http://dev-heaven.net/issues/5290
It says that BI themselves tried various solutions, so I´m a little reluctant to post the GUI Idea there.
I doubt that, if they searched for a way to fix this, they overlooked this solution. Should I post the suggestion on there nontheless?
Cheers
Insta
That was a very informative post. The link to DevHeaven, and the link from there to an old thread here was very enlightening. I feel a bit stupid though, after seeing that you all have had this exact discussion before. I should have known, and searched a bit more thoroughly. Had I found and read that thread there wouldnt really be a need to make this thread. But then again, I guess it's a relatively important issue, that bears continued focus ;)
I think it's great that you take it up again. It's awesome that this game has such a dedicated community. You're propably right about BIS having thought about this, but I dont see no harm in suggesting it - just in case.
@all:
I must say that I'm really pleased to see so much positive and serious response on this. For my first post, with an obviously outdated question, I feel welcome in this forum. I think that is kinda rare on the internet, at least these days ;). Thanks!

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Yes, the problem is not making the actual dot transparent, but rather the entire sight model that is difficult yet important.The problem of "the dot doesn't point where you aim but is a part of the sight model" is also a problem, though not nearly as significant, as after all whenever you're actually aiming it'll be centered anyway and when you're not aiming it's purely eye candy to have it fixed (as in, not visible when it shouldn't be).
Yeah I've noticed that to. But as you say it's not really a significant problem. I've never found myself annoyed by it during a firefight :). I would however love that being depicted more realistic to. But the main issue is the sight model. With the model at full opacity there is no point in using red-dots (pun intended :p).
EDIT:
I see, you want to simulate having both eyes open when aiming? I'm sure that isn't possible, because you would have to make the whole rendered weapon a transparent layer. Arma can't do that yet. Simply making the weapon transparent is also impossible currently and wouldn't give a nice effect anyways. My suggestion: Wait a few years for 3d vision technology to come in full force, hopefully then BIS will release a patch for that :)Exactly... Oh, that's kinda discouraging. I figured it would be more or less impossible with the models. It is really such a shame. I just love this game so much, and the fact that I cant use a proper red-dot is killing me, or - more accurately - getting me killed :)
I'd be willing to settle for a solution like the ACOG without magnification, just to be able to use it properly. I hope someone releases a mod where that is possible.
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It would be really simple to make the dot transparent. Its just a texture so making the alpha channel different would make it transparent.Just so I'm sure were on the same page, it's not the dot itself that needs to be transparent, it's the frame of the sight when aiming the weapon. I know nothing about moding, but I figure it's a little more complicated when the rifles are modeled, am I right?
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@InstaGoat:
Great post. Thanks.
Yeah, I guess it would make it much easier if the sight was like an "overlay" and not part of the models. I really like putting my rifle to my shoulder though. But I'd be willing to stretch pretty far to get a decent red-dot.
I've begone using weapons with lasers, as they're pretty much like a red-dot. Theyre not really working like lasers, and way more like the red-dots (the dot dont show on objects, and can be seen while aiming up in the air). It's just to bad that the laser dot only shows instead of the crosshairs, so I cant use it while having my rifle combat-ready.
I totally agree regarding the ironsights - it's really a shame.
Cool that you'll check to see if it have been suggested on DevHeaven. Let me know what you come up with.
Problem with JIP: PublicVariables and MP Framework not working.
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
@Mia389
Thanks for the heads up.
Also, when you create the tasks in mp, you should only do so on the host (i.e. include an 'if (isserver)' check), otherwise the tasks will be created twice on the client.
Example:
if (isServer) then {"Blowup" call SHK_createTask};And yes, It works like a charm. :bounce3: