Jump to content

chronicsilence

Member
  • Content Count

    143
  • Joined

  • Last visited

  • Medals

Everything posted by chronicsilence

  1. chronicsilence

    Making Map Objects Invincible

    Tried this, it has no effect. As JShock said above, this won't work because the objects "aren't animated" and don't listen to event handlers.
  2. chronicsilence

    Scripting Discussion (dev branch)

    My understanding was that the developers weren't going to make it so that attached lights updated every render frame by default. However, I would think that there should still be a way to force something to update on the render frame since it's obviously done that way with vehicle headlights.
  3. chronicsilence

    Scripting Discussion (dev branch)

    So this brings up an interesting point. Using render time is excellent for drawing 3D icons or lines, and updates smoothly with vehicles moving at high speeds. However, is there a way to force something in the simulation to happen at render speed? For example, I have a #lightpoint object that I would like to attach to my vehicle. Under normal cirumstances using lightAttachObject, the light jitters and bounces around because it's only updating with simulation time whereas the vehicle's position is updating at render time. Even if I force it to update the lightpoint's position using modelToWorldVisual and onEachFrame, it doesn't help because it still doesn't update it's position until the next simulation step. What we need is a way to force something in simulation to happen at render time (like a "drawObject3D" function), because I really need these lights to update their positions as smoothly as 3D icons do.
  4. chronicsilence

    Attached Lights bouncing around

    Hilariously enough, this doesn't even work. It looks like the engine doesn't provide accurate position data on the vehicle every frame, so even if I force the position every frame, I can't force it to the proper location because I can't GET the exact proper location of the vehicle. EDIT: ok, I have more info on how this works. The modelToWorldVisual command will get the current, interpolated position of the vehicle with the given offset. However, using the setPos function with that position onEachFrame will still cause the jitter because the light's position isn't interpolated every frame like the vehicle is. So, what I need is a way to force the light's position to be updated every render frame instead of every simulation step. Similar to how the drawIcon3D function works.
  5. chronicsilence

    Attached Lights bouncing around

    Wouldn't they be local though? If a function is run using BIS_fnc_MP, then that function will be run on every computer. If the function is run on every computer, then that function should create local lights. If you create global lights on each computer, well now you've created 'NUM LIGHTS' * 'NUM PLAYERS'.
  6. chronicsilence

    Attached Lights bouncing around

    Yeah, after some more looking I found this: http://feedback.arma3.com/view.php?id=18337 Looks like BI knows but don't care. What about some creative thinking though, this is something that would benefit a lot of missions/mods if we could find a workaround. Any thoughts?
  7. I have an object that I would like to make non-interactable. It's a light source (specifically the construction cone with light), and I need to keep it so that the light still works (i.e. enableSimulation false is not an option) but it can't be moved or destroyed. If you put the allowDamage false on it, the light still stops blinking if you shoot it and it can still get knocked over. I also need to make sure that it doesn't become a rigid structure that things can hit. What I really need is a way to just make everything, including bullets and grenade shockwaves, go through it. Is there any command to do such a thing, that won't have a horrendous performance impact?
  8. chronicsilence

    Making objects non-interactable

    That sounds interesting. How do I create an invisible helipad though, and attach something to it?
  9. Hey guys, I edited some of the "Land_Flush_Light_yellow_F" runway lights into my mission (just copied the class name directly into my mission file because they don't exist in the editor). I was wondering, is there any way that I can make their lights blink instead of being always-on? Also, is there a similar way to change the color of the lights, from yellow to an orangish color? Thanks!
  10. chronicsilence

    Too many destroyed cars in Altis

    Found it. Unfortunately though, this doesn't seem to work for me. I'm trying to put it in the military base parking lot on Altis, but it doesn't remove the wrecks. Even if I change it to an empty array (nearestObjects [this, [], 200]), it removes everything (including buildings) EXCEPT the wrecks. Any other suggestions?
  11. chronicsilence

    Too many destroyed cars in Altis

    Sorry to revive a dead thread, but does anyone have the code that kylana is referring to? His post history doesn't go back far enough to find it...
  12. I created a vehicle in the mission editor. Knowing the name of that vehicle, how can I get an object handle to it in a script? I've tried: call compile "_vehObj = "+objectName"; but no go. In theory, I guess you could loop through every vehicle in the mission until you find the one that has the right name, but that is extraordinarily inefficient. Any thoughts? Thanks!
  13. I am modifying a mission, and for some reason when a vehicle lock is set to "Default" then only group leaders can get in. How do you set the default locking parameters in the code/script? I need to find what the author did so I can reverse it.
  14. chronicsilence

    =BTC= Revive

    I've been getting an error where after respawning I can no longer see chat messages. Has anyone else encountered this?
  15. As an update, it turns out it's not related to the "Squad Leader" class, but rather the group leader.
  16. Hey guys, I'm trying to use the "items" function to get an array of all the items in a person's inventory. Person A is using the function on Person B to get a list of the items Person B has. If Person B is a regular squad member, this function works properly and returns the list of items. However, if Person B is a Squad Leader, then this function returns an empty array. Does it lock the inventories of people higher rank than you or something? Does anyone know what's causing this, and how to fix or work around it? Thanks!
×