dilavni
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Hello I made a script that makes a unit move directly away from, if too close, another specified unit. Distance and polling interval are adjustable. I achieved this with simple trigonometry. Tell me if this is of any use to you or if it's redundant. Possible usages : - making f.e. "patrolling" civilians in a town keep a healthy distance and run away if a tank gets too close (don't HAVE to be patrolling of course). Works for cars too, but needs different polling (at least 5 seconds) and distance values. Does NOT break the patrolling or whatever else the unit was doing before the evade. Once sufficient distance is achieved, whatever the unit was doing is resumed. - making someone run away from something (explosion, coming explosion, a marine trying to arrest the unit etc.) Just adjust the distance accordingly. Sorry, off-road car chases won't work well as a vehicle will stop for a moment when receiving a new move order. - doing a sheep herding mission with a lot of civilians. it's fun! :P Syntax (needs all 4 variables or will exit), f.e. in unit init line put this : (this specific setup is good for civilian tank avoidance) arguments : 1st : the unit that does the evading 2nd : the unit to move away from if too close 3rd : distance in meters. (seems to eat about 10m. 15m is a recommended minimum) 4th : the polling interval in seconds. 0.5 - 1 seconds good for a man. more for vehicles. What is NOT tested : multiple evadable objects. I can easily modify this so that it takes an array of units to evade and evades them all at once if too close, but I'll do that if someone is even interested in this. Here is the script :
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I retract the statement that ALL g-launcher sights are non-working. M203 seems fine. The problem is pronounced with mk16 under-barrel launcher, like I and BOTA already said. The Mk 19 seems non-working too, but haven't tested that much, not sure. It's not about not being able to adjust. The sights should work like they do in real life? Sure I can learn to shoot grenades without the sights, but arma 2 is better than that. I think it's a pretty reasonable suggestion.
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Please delete this post if it's a duplicate. Love the game, not bitching, just suggesting. Make the grenade launcher sights / zeroing in work. The under barrel for mk16 for example has a nice red dot for this purpose, but it's locked to 200m or something. Make it zeroable in, so that one can change the distance it's pointing to like in real life. I know BI is prolly just too busy and that has been the plan all along.. I'm just telling you to hurry up please :P As I understand it, none of the sights for grenade launchers work in this game. [i retract this statement. The problem is not with f.e. M203 with leaf sights] other things (suggestions and fixes) : - fix or alleviate the multi-player long distance warping issue. - "zeroing in" missing for many guns that should have it - bullet impact : I know shots don't always kill, but it looks silly when the enemy sometimes just keeps standing there like nothing happened. - the bullet impact smoke : it looks ok, but it's too late. There is too big of a delay between the bullet hitting the object and the puff of smoke coming out. It makes it look as if the bullet travels longer than it really does, makes aiming with lead more difficult for beginners. Am I wrong? Shouldn't it be instant? - it seems the hud for a-10 has no assists for the bombs like it's suppose to. one has to guess, feel and "use the force" to drop the proton torpedoes.. I mean bombs. - being able to shoot out the windows of hummers like in "generation kill" would be cool
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repair scripting - scripting limitations?
dilavni replied to dilavni's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Thanks for the info Celery, this is definitely progress to the right direction. You are right, I need something that can give me the current damage of a vehicle part or I won't be able to do what I want. Do you think that even handler can help me? When the vehicles enter the trigger, it's too late to attach the event handler as they probably wont be damaged inside the repair area. -
repair scripting - scripting limitations?
dilavni posted a topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Hello everyone! I've made a repair script that repairs gradually all vehicles of the given type in a given list (f.e. thislist from an area trigger). The repair speed is divided amongst the vehicles that are being repaired, and overflying or passing vehicles do not slow the repair as they are not included when they move / are in the air. I know someone must have done this better somewhere, and I just made it in order to see if I can. This is the supposed limitation I encounter (might also be my lack of knowledge) : repairing through the setDamage command sets ALL the different parts of the vehicle to the value given. In other words, if a vehicle with completely busted instruments lands to be repaired (and has very little other damage), the damage command returns a very low damage and setting it a little bit higher repairs the busted instruments to green almost instantly. This also LESSENS the condition of other parts that are untouched, although in this case it's hard to notice. So I need to be able to repair specific parts of a vehicle, preferably one at a time. Can this be done? I've browsed through the script commands but am unable to find anything. Thanks for any help!