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Dorian Gray

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About Dorian Gray

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  1. Hi there. So I'm trying to use an alternative to the ambient animals module since I don't want animals spawning around players (that's what it does, right?) and use DAC to spawn objects (animals). I am able to spawn them..halfway into the terrain. I have tried to use values for (from the pdf manual): in my DAC_Config_Objects.sqf but they either won't work on animals or I'm not using correct values. I even try to call a script as he outlines: //------------------------------------------------------------------------------------------------- case 10: { _Object_Pool = [ [1,25], ["Cow01",1,0,0,0,0,"[_obj] execVM 'lift.sqf'"] ]; }; //------------------------------------------------------------------------------------------------- The values 1 and 25 inside the brackets I am using as a test for: lift.sqf: this setPosASL [position this select 0, position this select 1, 25]; I found that code example on the wiki. I can verify that the sqf is getting called and once again I'm trying to spawn the cows 25 meters in the air but no luck. Yeah, I'm a mediocre coder, and yeah, I have enough free time that I'm trying to make missions with hoaky things like this :p
  2. Dorian Gray

    CAA1 public release

    I apologize for the bump, but I have been unable to find a CAA1 download with the autumn plants since reinstalling my game (and wanting to reacquire custom content as well). I searched this thread, and the internet, and did not find them. I only found posts regarding avoiding use of the autumn plants.
  3. Thanks for the correction. I had studied event handlers (without fully understanding them), so I have seen the "killed" one's description. It wasn't enough to just see the description though, as I'm a beginner :) Coding will never be my forte (I'm a guitar player for about 15 years now), but I like to experiment with it. What I really meant by syntax was the correct placement of characters such as ( and [ or when to use " or "" or ' around words once things get extremely nested. The currentweapon name will still be a class name instead of a display name right? look here. If it's not possible to return the picture of the gun, then like I said I won't pursue this. Again about the UT2004 code, I do know that I need to use condition statements, but I'm not sure how to get started.
  4. First of all it's 6 AM and I haven't been to bed yet, but I'll try to be clear. Trying to make a custom death message script with the killed EH. Testing it in a placed unit for now. I know some of what I need to do, and would like to to do. Starting with the need, naturally: this addEventHandler ["killed", "hint format['%1 was killed by %2 with a %3',this name,player name,current weapon player]"] That's only theoretical code; I already know that some of that code works, some of it probably doesn't, and that example isn't the right syntax (I have been having horrible problems figuring out advanced BIS syntax, even with research), because I get errors. I can't remember for sure, but I think that the editor lets me place that code in the unit without a problem, but I get errors with it in game since I have -showscripterrors on. I think I remember something about "missing ]" I also bet that using "player name" and "current weapon player" isn't going to be accurate. currentweapon player also only gives the class name. I saw in another thread a method for adding paa files to hints, and it'd be great to do that in a death message. I know that DoD: Source and other games have "player1 (insert weapon picture here, like a machinegun) player2" instead of "player1 was killed by player2's machinegun". I know it's possible to use parsed formatted hints to getText for object display names and pictures. I'll ask again (asked the first time in another thread I started) if a script or addon already exists (made by someone who is actually advanced, so that I can give up) for what I want to do, and if it is in fact possible to return who killed what player along with the gun and picture in a hint. On to the UT2004 code: I already know how to get sounds into the game no problem, but I don't entirely know yet how I would implement that with code. Anyway /end ramble and taking a break to enjoy some Just Cause 2.
  5. Dorian Gray

    Civilian kill Counter

    I had been looking for an explanation on those; the BIKI didn't exactly suffice. Thanks.
  6. That doesn't achieve the desired "typewriter" effect that Silola uses because it doesn't use any sleeps. Also, I am familiar with format usage. I wanted to demonstrate my finding in its most basic form (without any formatting whatsoever).
  7. Dorian Gray

    Civilian kill Counter

    Shuko, I have built upon your code using the method from that thread I started, and of course it works beautifully on a listen server but I haven't a clue what to change at the bottom, or if I need to do something entirely different for a dedicated. By the way, I won't be surprised if I am using redundant code. Beginner, remember. deadmarinecount = 0; deadcivcount = 0; fnc_scoreboard = { _text = format["marines murdered: %1",deadmarinecount]; hint parsetext _text; _text = (_text + "<br/>" + format ["civilian casualties: %1",deadcivcount]); hint parsetext _text; }; if isserver then { { if (_x iskindof "USMC_Soldier_Base") then { _x addEventHandler ["killed", { deadmarinecount = deadmarinecount + 1; publicvariable "deadmarinecount"; if !isdedicated then { deadmarinecount call fnc_scoreboard; }; }]; }; } foreach allunits; }; if isserver then { { if (_x iskindof "Civilian") then { _x addEventHandler ["killed", { deadcivcount = deadcivcount + 1; publicvariable "deadcivcount"; if !isdedicated then { deadcivcount call fnc_scoreboard; }; }]; }; } foreach allunits; }; /* if !isdedicated then { "deadmarinecount" addpublicvariableeventhandler { ? }; "deadcivcount" addpublicvariableeventhandler { ? }; }; */
  8. Well is it possible to do something like list "test" 10 times without pasting the code over and over again?
  9. Okay this deserves a third post as I have figured it out after about 1K trials, studying Silola's code. It's quite embarrassing just how simple this looks, although it is an entirely stripped down version: _text = "test"; hintSilent parseText _text; sleep 0.2; _text = (_text + "<br/>" + "test"); hintSilent parseText _text; This simply outputs "test" twice with a line break as a single silent hint in the upper right. I would like to figure out how to make it increment automatically; I'm assuming that would be done with a cycle or cycle with step shown here. Who knows, maybe there's even yet a simpler way to do the above, as I am still a beginner. I am aware of how to do formatting, and I was thinking of making a custom death message script, complete with icons for what weapon a player was killed with. The death messages would not overlap; there would be a "death message history". AFAIK that hasn't been done, but if it has, good. That would take a lot of work ;)
  10. It looks like Silola hasn't been around since October, so I don't think he'll be coming around to help me out with this. ...sorry, didn't mean to double post, meant to edit, wasn't focusing.
  11. How do I do this like Silola does in DAC? I've been studying his scripts and I suspect it has to do with a sleep and line break but I still can't figure it out.
  12. Dorian Gray

    Civilian kill Counter

    from DAC_Config_Creator: if(DAC_Code < 2) then { //===========================================| // StartScriptOnServer | //===========================================| //player sidechat "ServerStart" //[] execVM "myServerScript.sqf"; [] execVM "counter.sqf"; //onMapSingleClick "_fun = [_pos,_shift]execVM ""Action.sqf"""; //[[sec1,""]] execVM "DAC\Scripts\DAC_Init_Sector.sqf"; } Since it's four pages back, here is his very first code post (out of the ~10) that I am using for now.
  13. Dorian Gray

    Civilian kill Counter

    That's doing the trick, sort of. I found out how to execute what I am calling "counter.sqf" with your very first code post from page one, after a DAC group is spawned. There is a problem however, I need to figure out how to prevent the script from being run repeatedly as that is multiplying the counter. Making progress at least. Thanks. ---------- Post added at 08:21 AM ---------- Previous post was at 08:06 AM ---------- had to do quite a bit of digging but i figured out how to execute it only once, using DAC. the manual says nothing about the ability to execute other scripts along with DAC, just after a group is created and other things.
  14. Dorian Gray

    Civilian kill Counter

    Sorry, yet another question regarding this. Any way to keep track of DAC-spawned units? Thanks
  15. Dorian Gray

    Textures look terrible?

    I was referring to the telegraph lines pic. I have made some more findings today. First of all, settings I have switched to: along with AToC set to 6 in my config file. Then the nvidia CP: Actually the only setting I have recently changed in the CP is pre-rendered frames, but I figured I would share my settings anyway. Now, the pics: *EDIT I originally posted too many thumbnails, so here is my imageshack profile So, my "magic numbers" are 6 and 6, for AA and AToC, respectively. If anyone is having the speckles and frost issue, and just hasn't spoken up yet, experiment with different values of those two settings. Worked for me. Just to note once again though, in 76815, there was no AA limit. I did a ridiculous, but conclusive test in which I set AA to 8x in the game, and used "enhance the application setting" with 32x, and still no frosting. VIPER, regarding the oddtextures3.jpg and 4 file, AToC may be responsible for that, but you can turn that down or completely off to get rid of the splotchy effect. You posted as I was finishing up typing this, but as you can see I figured it out. Thanks though.
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