Jump to content

HazJ

Member
  • Content Count

    2753
  • Joined

  • Last visited

  • Medals

  • Medals

Community Reputation

1273 Excellent

About HazJ

  • Rank
    Warrant Officer

core_pfieldgroups_3

  • Interests
    Gaming & Coding

Contact Methods

  • Website URL
    http://hazjohnson.com
  • Twitter
    https://twitter.com/hazj95
  • Youtube
    https://www.youtube.com/channel/UCFX5xzGBV1SLjPsEQnuD1qw
  • Steam url id
    http://steamcommunity.com/id/iamhaz/
  • MySpace
    Seriously... Who uses this anymore? lol!
  • Twitch.Tv
    https://www.twitch.tv/hazj_

Profile Information

  • Gender
    Male
  • Location
    In your head. I'm an figment of your imagination.
  • Interests
    Eat, sleep, code and repeat.

Recent Profile Visitors

4435 profile views
  1. Yes. Might be useful to update the link in your first post. I know it's obvious and easy to Google but yeah.
  2. Add: widthRailWay = 1; Inside of: class A3GPS_RscMapControl { Not sure about the other error.
  3. Simple way to test. Open up the map in Eden editor. Place yourself down as a civ. Place one Blufor rifleman and one Opfor rifleman. Position them across from each other. Don't copy/paste anything. Don't do anything else other than this. If it works, then it may be something in the unit's field (behaviour, etc) when you copied it over.
  4. HazJ

    Hosted Mission Issues

    Moi, Make sure the speaker is valid. Try with another to make sure just in case. It could be the Wiki just doesn't have all the speakers listed. I'm not able to go in-game to fetch them all currently. The error is because you are wrapping the _variable inside quotes. { if (side _x isEqualTo independent) then { _voice = selectRandom ["Male01GRE", "Male02GRE", "Male03GRE", "Male04GRE", "Male05GRE"]; [_x, _voice] remoteExec ["setSpeaker", 0, _x]; }; } forEach allUnits; The Wiki lists the following: Male01_F - Male01ENG(B) - Male01GRE - Male01PER Male02_F - Male02ENG(B) - Male02GRE - Male02PER Male03_F - Male03ENG(B) - Male03GRE - Male03PER Male04_F - Male04ENG(B) - Male04GRE - Male01PER Male05_F - Male05ENG - Male05GRE - Male02PER Male06_F - Male06ENG - Male02GRE - Male03PER Male07_F - Male07ENG - Male03GRE - Male01PER Male08_F - Male08ENG - Male04GRE - Male02PER
  5. HazJ

    Hosted Mission Issues

    setSpeaker is not obsolete. At least according to the Wiki. https://community.bistudio.com/wiki/setSpeaker
  6. Don't worry about it 😄 We all have our dumb moments 😋
  7. Nice. I see you got your addAction working too! 😁
  8. Good post @zagor64bz - Sorry I couldn't be more help, I simply don't use the Eden editor. I usually script everything. Only thing on the map is markers and units which are all positioned at [0, 0, 1000] (bottom left).
  9. You should start slowly. https://community.bistudio.com/wiki/Category:Eden_Editor Have a read through these, they should get you started. https://community.bistudio.com/wiki/Eden_Editor:_Trigger
  10. Did you try: https://community.bistudio.com/wiki/setVectorUp https://community.bistudio.com/wiki/surfaceNormal
  11. HazJ

    Hosted Mission Issues

    Moi 🙂 These are locality issues. We are going to need some more code before we can help you further. For the action, you can setup the actions either on the server or add them for JIP. As for your code above, some tips: Use a forEach loop for repeated actions. (small snippet) e.g. v9 setBehaviour "CARELESS"; v2 setBehaviour "CARELESS"; v7 setBehaviour "CARELESS"; v9 playMove "Acts_AidlPsitMstpSsurWnonDnon_out"; v2 playMove "Acts_AidlPsitMstpSsurWnonDnon_out"; v7 playMove "Acts_AidlPsitMstpSsurWnonDnon_out"; { _x setBehaviour "CARELESS"; _x playMove "Acts_AidlPsitMstpSsurWnonDnon_out"; } forEach [ v9, v2, v7 ]; You need to broadcast animations over the network using the remoteExec command. setObjectTexture has a global version, setObjectTextureGlobal as JohnKalo said. How are you creating your triggers? Eden or scripted? What is in the cond and on act fields?
  12. I'm not trying to "back-seat moderate" here but... If you read one post up from yours, you would know that you can simply put your post in spoiler tags. It is also in the forum rules. That way, everyone is happy. You can report bugs and people don't see spoilers (unless they choose to). It is too much hassle for moderators to be editing every potential thread that contains spoilers. Some people just want to provide feedback and have a quick read/catchup. People are providing feedback, go back a few pages and you'll see.
  13. The only thing I can think of is (script wise) is to combine some sort of KeyDown / AnimChanged event with playSound3D positioned at the player's feet. You'll still hear the existing sound though. Play the sound on an invisible object then attach that to the player's feet.
  14. What's wrong with storing the position/object as the player looks at it and commands the unit? If I have understood correctly. You call an action, the object you are looking at is the thing that will be climbed. By the time the AI unit gets there to climb, there's no longer a reference because the player isn't looking at the object anymore? Do you have any code to share? As Pierre said. You can pass arguments to the addAction command. // Placed a unit down named Bov // Looked at a building, selected the "Climb it" action then looked away // Bov successfully moves to the correct building // This method will be fine though obviously you'll want to do your checks such as valid position/object, is it a position or object, etc, etc player addAction ["Climb it", { _object = getPosATL cursorObject; systemChat str _object; uiSleep 2; player setPos _object; Bov commandMove _object; }]; // Not ideal as cursorObject is never updated player addAction ["Climb it", { _object = (_this#3)#0; systemChat str _object; uiSleep 2; player setPos getPosATL _object; Bov commandMove getPosATL _object; }, [cursorObject]]; One thing I did notice is that, sometimes it failed to get the object I was directly looking at, despite my cursor revealing the object. Make sure the object is properly revealed. Please provide some code so we can help better. Perhaps some code optimisation / refactoring will do the trick.
×