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samatra

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Everything posted by samatra

  1. idc = 22; idc (id control) supposed to be inside control not in display which by the way already has idd (id display) defined. Put it into newExample or otherNewExample. To have RscTitle not disappear right away, add duration = 1e+011; into display (ExampleTitle)
  2. Are you sure you have player1 variable initialized? Try using player instead of player1 as player points to your current player.
  3. Make sure you fully reload the mission after each change in stringtable.xml. If in editor, go and load it again, not simply press Preview. In MP go back to missions list and select mission again. Here is what I have in stringtable.xml which is definitely works <?xml version="1.0" encoding="utf-8"?> <Project name="A3KingOfTheHill"> <Package name="General"> <Key ID="STR_KOH_LobbyPlayer"> <English>Player</English> <Russian>Игрок</Russian> </Key> </Package> </Project>
  4. So we basically can wait out till October 27 and then upload public obfuscated version instead of current dummy workshop entry? Will jury inspect mission code? Again its very inconvenient for our setup of the mission, I wish there was a way to have mission available just for the jury.
  5. samatra

    UAVs: Feedback and wishes

    Any way to enable\disable this display through a script?
  6. I've been discussing this thing with KK some time ago, he even wrote post about it: http://killzonekid.com/arma-scripting-tutorials-float-to-string-position-to-string/
  7. Hello. This is a thread dedicated to our modification of Tonic's Wasteland mission hosted on servers provided by arma2.ru community. Here we accept all complains, suggestions, cheat and bug reports as well as general talk related to Wasteland mission. Hosting wasteland Email your server-related questions to [email protected] Lots of mission screenshots Video review by ZombieMaster: Original Wasteland: Tonic's Wasteland - General mission description and other information coming soon - People who take care of server (admins): Our current servers list:
  8. This whole script will be executed within one frame on all clients and will not be executed on clients that join afterwards. Also look at https://community.bistudio.com/wiki/BIS_fnc_MP
  9. What do you mean by JIP compatible? I think when player joins it gets current animation from the server so JIP shouldn't be a problem.
  10. As far as I remember true excludes dedicated server (and non-dedicated server too?) http://community.bistudio.com/wiki/Code_Optimisation#Threads
  11. No, everything was correct. "false" after "BIS_fnc_call" will make it execute it only on server, nil is value used to indicate that script should be executed everywhere. 5th argument is undocumented and defines if code should be called in scheduled environment or not (false for scheduled).
  12. [[[_unit], {(_this select 0) switchMove "AdvePercMstpSnonWnonDnon_godown";}], "BIS_fnc_call", nil, false, true] call BIS_fnc_MP;
  13. Great to see that developers look into this issue, I've been having problems with pre-placed objects since Takistan. Biggest issue for me is that lots of objects like Bags with food, chairs, water barrels are all over the map and when you use these objects in your mission, it confuses players why some objects are interactable and some are not. There are two kinds of pre-placed objects that we have to deal: 1) Objects with classname: Cargo bunkers, towers, HQs, patrol towers, some walls We use these objects as building material in our mission and having these pre-placed objects is a problem since they have simplified simulation and if you change their position (using attachTo) they do not synchronize with JIP clients (will appear on original spot for JIP players) Working methods to get rid of these objects: - attachTo to objects outside of map, apparently requires attachTo on JIP too - setDamage 1 and then cleanup ruins - hideObject them (best method) 2) Objects without classname (models). These are the real problem, there are hundreds of water barrels, food sacks, etc. on Altis and Stratis, having these objects pre-placed on the map causes lot of problems when you use same objects for your gameplay mechanics and there is no way to properly get rid of them as of now, these objects react only on setDir, setVectorDir\Up and setDamage commands. With damage some objects can be inflated (better) or flipped over (worse) while other objects do not react to setDamage at all (wooden crates, hbarrier bags, etc.) Currently we scan entire map for objects with matching model name and dump object locations and object ids and then add this data into the mission so server could go through these objects and setDamage 1 them or setVectorUp [0,0,-1] to flip them over so they would look at least slightly different from objects that we use in the mission. As I mentioned some objects cannot be destroyed at all (for example: wooden crates with arabic writing on them) and this makes use of these objects in the mission unacceptable since it will definitely cause confusion for players. Now about possible solutions, here are my ideas: 1) Some time after release of A3 Alpha I made a ticket with suggestion to let mission designer exclude objects by their IDs in description.ext so objects wouldn't load\stream at all right from the beginning: http://feedback.arma3.com/view.php?id=6783 2) Make hideObject work with models (classless preplaced vehicles) so we can hide these objects like we can now with pre-placed vehicles that have class 3) Make deleteVehicle work with pre-placed objects so we can simply delete them instead of hiding Additionally it would be great if we had a command that would return vehicle by model name and a command that would translate vehicle into ID number and vise versa (ancient nearestObject where you have to specify coordinate along with ID is not a best thing in the world). Also I have no issues with object ID changes since we update mission often and updating IDs is not a big deal. Manipulating objects by IDs is the issue for me.
  14. createVehicle accept placement mode as 5th array element which you have as "none" now, change it to "CAN_COLLIDE" so createVehice would avoid checks for better placement and place it exactly where you have your coordinate
  15. Did some research on how dead bodies behave over time and decided to post the info that I discovered. How dead bodies process over time: 1) When unit dies, its body becomes physical and moves until it enters rest state (no longer moves but in arbitrary position) 2) When dead body is in rest state and dead body owner's camera is far away enough, dead body changes into static dead animation "deadstate" which looks pretty ugly and not properly aligned to the ground. If you wish to have dead body move physically and then safely change into proper static dead animation you have to wait until dead body enters static animation "deadstate" and then switchMove it to better animation and align it by the ground. Of course BIS did not give us any commands to check if body is in physical state or not so I had to find a workaround and here it is: floor(((_this selectionPosition "pelvis") select 2) * 100000) == 11996 This code will check if dead body switched from physical state to static animation state ("deadstate" animation). The code will always return true if unit is in "deadstate" animation and not in physical state (rest or active). Here is general logic on how to elegantly change ugly "deadstate" animation into something more beautiful: _this spawn { waitUntil{floor(((_this selectionPosition "pelvis") select 2) * 100000) == 11996 || isNull(_this)}; if(isNull(_this)) exitWith {}; _this switchMove "Static_Dead"; _this setPosATL getPosATL _this; if(((getPosATL _this) select 2) < 0.1) then { sleep 1; _this setVectorUp (surfaceNormal(getPosATL _this)); }; }; Assuming that _this is dead body which is local to client that calls the code. _this setPosATL getPosATL _this; this line is used to fix a bug where body appears to by in physical state in [0,0,0] coordinate for clients where body is non-local. I hope this knowledge will be useful to somebody.
  16. May I ask if there is still a chance to see more changes in A2CCP being accepted to appear in the game when 1.63 will hit stable release? Just to know if its worth trying.
  17. Not sure if this was asked before but why all player-written chat messages are now half-transparent? Chat becomes somewhat difficult to read when over bright background. http://img.ii4.ru/images/2013/10/20/423927_arma3_2013_10_21_02_31_25_32.png (140 kB)
  18. Wow, what a mess. What not use "Fired" event handler? player addEventHandler ["Fired", { if(_this select 4 == "F_20mm_Green") then { hint "Green flare"; }; }];
  19. Great to see more progress with weapon attachments. First first days of alpha I had this suggestion in mind: What do you guys think about it?
  20. samatra

    [MP/Team] Sa-Matra's Wasteland

    Thanks for comments guys. @JSRS Noted @R3F Armes Weapons Having players to install addons is a no-no, server will never get enough players for mission to become playable this way --- Just wanted to let you know guys that we now have dedicated Wasteland forums @ http://forums.arma.su/
  21. samatra

    Remove First Person View

    Yes it is, you will need to run a loop which will check if player is in first person and switch to 3rd person, also block view change keys (KeyDown display event handler, view change keys are (actionKeys "PersonView"))
  22. Oops, I misread original post, thanks for the correction.
  23. Any reason why I was honered to have my mission mentioned as example? :)
  24. The thing is that I need to edit these Controls, only some values inside specific control.
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