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kalelovil

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Everything posted by kalelovil

  1. Is there any equivalent command to hintSilent when using the Multiplayer Framework? I cannot seem to find one. I am trying to broadcast a countdown timer to all players.
  2. For some reason the initialisation script of a mission I have made does not function correctly when running on a dedicated server. It should throw up a loading screen while the server code is run, but instead it just loads players straight into the game and it does not get as far as creating the necessary markers. When hosting it directly it works fine. There are no errors written to the ArmA2OA.RPT file in either case. http://www.mediafire.com/?o02fbj6feuwl1bb It used the F2 Mission Framework: http://www.ferstaberinde.com/f2/en/index.php?title=Main_Page
  3. I tried changing the loading screen commands as I posted previously, but it still unfortunately has the same seemingly randomly occuring issue of the scripts not firing and no error messages being given.
  4. I'll try replacing 'titleText [format["Mission Loading. Please wait."], "BLACK OUT",0.1];' with 'startLoadingScreen ["Loading Mission, please wait..."];' and 'titleText ["", "BLACK IN",2];' with 'endLoadingScreen;' and see if that fixes it. I admit that my init.sqf is not particularly readable. It was the easiest path, as properly commenting it takes time and breaking it up into separate functions makes it easier to maintain in future but takes time and introduces more points of failure. The mission is structured similarly and probably has similar performance characteristics to Poctalon, and the ARPS/Folk server handles that fine.
  5. I am trying to create a line of scorched ground behind a vehicle in a mission. As far as I can find, there doesn't seem to be any way of doing this directly through scripting. I've been able to achieve an acceptably similar effect by exploding a line of bombs to create crater decals, but unfortunately these fade over time. Is there any way of permanently changing the texture of some ground to create the appearance of scorched ground?
  6. Anybody had any further ideas on how to achieve this? I wonder if it may be possible to use a placeholder 2D object such as the parachute_target and then use setobjecttexture on it to apply the #crater texture to it, providing the #crater texture can be extracted from the game files.
  7. That creates a 3D object, I want to merely change the ground texture. ---------- Post added at 17:22 ---------- Previous post was at 16:19 ---------- Some screenshots of what I am trying to achieve: http://steamcommunity.com/sharedfiles/filedetails/?id=97851882 http://steamcommunity.com/sharedfiles/filedetails/?id=97852039
  8. In might not be exactly what you want, but I've just used something similar and you're welcome to adapt it to your needs: call compile preprocessfile "SHK_pos\shk_pos_init.sqf"; // Initialise the SHK_pos function. _pos = ["c130loc"] call SHK_pos; //Use the SHK_pos function (http://forums.bistudio.com/showthread.php?89376-SHK_pos) to select a random within the area of the marker "c130loc" I have placed in the editor. _newPos = _pos isFlatEmpty[50, 1, 0.7, 5, 0, false, c130]; //isFlatEmpty when given position _pos should return a flat and empty area close by if it can. If it cannot it returns an empty variable presumably. You may want to alter the values inside the square brackets. while {(count _newPos) < 1} do { //Loop the following code so long as isFlatEmpty cannot find a valid position near the current _pos. _pos = ["c130loc"] call SHK_pos; _newPos = _pos isFlatEmpty[50, 1, 0.3, 40, 0, false, c130]; }; Then create/setPos the SCUD using _newPos as its position.
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