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phronk

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Everything posted by phronk

  1. "No gender neutral bathrooms, 0/10" - IGN Coming along nicely, the videos display it all well too. Keep it up!
  2. @icarium r_alertOn is a setting that the mission maker can toggle in the 'CFG.sqf' and it enabling it means players can alert nearby AI of their presence when talking -- applies to all channels, except Vehicle. This description is also next to the setting.
  3. @icarium To be honest, that setting was sort of a placeholder in case I add a better option later. All that option does is set your Radio volume (Also found in Audio settings) to 0% or 100%. So technically, all you have to do is just add 0 fadeRadio 0; to the init of your mission or something to get the same effect you're looking for. My radio script checks the radioVolume, so that's why it doesn't check a custom AFAR volume variable.
  4. Instead of typeOf, use (getModelInfo _x#0) and filter for an array of strings (.p3d names). It's the best workaround I've found so far, but keep in mind that nearestTerrainObjects is heavy over longer distances and getModelInfo is heavier than typeOf.
  5. A heavy script in the background may be filling up the scheduler, which is what is causing other scripts to run slower or pause. Usually bad while{true}do loops can cause this. As for the sounds issue, I had a bug where setting damage to all trees in Livonia would freeze/crash the game with really loud tree falling effects (Plays a tree falling sound per tree which destroyed the game) I doubt the handleDamage eventHandler had anything to do with it, but it may be failing due to how slow everything began to run? Also doubtful since you said server FPS was around 40 so most likely find the code/script thats choking (Review server and client RPT logs) and should fix the problem.
  6. Out of curiosity, do these vehicles have any eventHandlers attached to them? Or is there an EntityKilled missionEventHandler? I doubt it would be related but ya never know. I think it's an engine issue amplified by script problems, something to do with JIP, I'd say. When a playSound is played multiple times at the same time, it gets louder. With that said, the same functionality probably applies to other sounds like vehicles exploding. Maybe a soundmod issue or the wonkiness of JIP is causing the explosion effect to play X amount of times, X being the number of players that've connected. IDK. I've had this issue years ago on public server missions but haven't had it in a good while. Never truly figured out the fix aside from server resets.
  7. Nice work, I always joke about how drivers intentionally drive off the road specifically to kill pedestrians lol. Good job finding a fix.
  8. If the above doesn't work, g3 disableAI"autoTarget" may help prevent them from selecting another target. Disabling "autoTarget" and "Target" AI features may require you to manually assign targets for the AI though, as this will hinder their ability to find targets on their own.
  9. I haven't done it myself, but supposedly you can reference external files with the loadFile command if filePatching is allowed/enabled. Someone correct me if I'm wrong.
  10. Try looking at the metal bars on the barbed wire, I've noticed on some objects like fences that the 2D decal won't return an object, but the 3D part of it will. (If that makes any sense)
  11. [nil,{ {player removeWeapon _x}forEach[primaryWeapon player, secondaryWeapon player, handgunWeapon] }]remoteExex["call",0]; or player remoteExecCall["removeAllWeapons",0]; Removes all players' current equipped weapons
  12. phronk

    Check if unit not exists

    The isNull command checks if an object exists. If true, the object returned is objNull. For example, if a unit is deleted, he will become objNull and therefore isNull. Also, ! acts as "not" ?!isNull P1
  13. phronk

    Open Weblink on button

    I do this for my public server mission in a briefing, the "execute expression" stuff isn't necessary for a button: player createDiaryRecord ["Diary",[ "Muh Site", "<execute expression='copyToClipboard ""https://www.CoolWebsite.com"";'>Copy URL</execute> (Click link and press Ctrl+V into browser)" ]]; In the action of a button, could just do: "copyToClipboard 'http://www.MyCoolSite.com';" What it does is simply copies the URL to the player's "clipboard" so they can paste the link into a browser easily. Can't pull up sites anymore. (Think it was doable in early A3 and A2?) You CAN make YouTube videos open through the Steam overlay via the openYoutubeVideo command
  14. VerifySignatures or take the risk. BattlEye isn't required for verifySignatures to work AFAIK.
  15. If you want to block specific addons, I do something like the following in init.sqf or initPlayerLocal.sqf: if(isClass(configFile>>"CfgPatches">>"ModMeNoLikey"))exitWith{endMission"END3"}; Replace "ModMeNoLikey" with the appropriate mod you want to block -- to find out the correct config, download that mod, load it up into Arma and go into CfgPatches via the Config Viewer in the editor/debug window. Then find the mod in that list; some mods, like CUP, have a bunch of CfgPathched. Just reference the main/core patch file and that'll do.
  16. _myBigboiScript = execVM "myBigBoiScript.sqf"; waitUntil {scriptDone _myBigboiScript}; //waits for _myBigboiScript to finish before proceeding //Rest of the code
  17. this addAction ["myText" ,{execVM "myScript.sqf"}]; or this addAction ["myText" ,"execVM 'myScript.sqf'"];
  18. Have you tried _Bob allowFleeing false? Also setAiSkill ["courage",1] on top of that. Doubt it'll fix it but I'm running out of ideas lol. Can also place physical objects like Can Openers to prevent AI from pathing by it. (Totally not @genesis92x's idea)
  19. Hmm... the reason why I ask is because, worst case scenario, it's the pathing and it can't be fixed. A better case scenario is the behavior of the AI is just bad. You said you've tested disabling some AI features, but just for science, disable all features except for: 1. "move" 2. "path" 3. "anim" 4. "teamSwitch" (Some reason needs to be enabled) If the AI still messes up, even after making the player setCaptive, its the pathing. If not, its the AI behavior and you probably just have to disable "autoCombat" and "FSM" ai features, maybe a couple others. At least to start.
  20. Could try _myGuy playAction"WalkF" and/or setVelocity command maybe? Fake the AI pathing basically lol
  21. As a quick test, check the AI's targetKnowledge and knowsAbout of the player on init. Then replace player with an AI and do same check... if player is immediately known but AI isn't, try making the AI forget the target basically on init and see if that helps. Could also increase the player's camouflageCoef via setUnitTrait maybe?
  22. Thank you! Looking forward to the update!
  23. https://community.bistudio.com/wiki/showWaypoints Might help
  24. Ally Channel has been scrapped. 💔 I consulted with the group I play with, as well as some other experienced scripters, and came to the conclusion that it is an unnecessary addition to the script. Missions with 3 playable factions with varying alliances is unusual and the likelihood of them needing a dedicated channel to communicate with eachother directly is also unlikely. On top of that, most large groups use TFAR or ACRE, further reducing the chances of AFAR being used at all -- let alone a larger group that plays with those parameters. Most communities know they can communicate with their Allies in Direct Channel anyway. Large groups tend to use TFAR, ACRE, or Discord Very unusual for a mission to feature 3 playable factions with varying allies (Playable Independent faction allied with West, East, or both) remoteExec can be slow or play out-of-order, especially with the heavy Ally code in a larger scale mission Filesize increased dramatically (Doubled) to take alliances into consideration Noticeable performance impact when sending/receiving. This could get worse with larger player count. Clunky controls, too many channels to manage, becomes counter-intuitive No keybinds to PushToTalkAlly1 or PushToTalkAlly2 makes controls even worse I backed up a version that has the Ally code in case I decide to revisit the idea, but for now, it is too heavy and clunky to use reliably. Instead of having this sluggishly sit with the rest of the code, I pulled it out entirely. With that said, I've fixed all script errors and recent tests have gone very well. My next task is to focus on coding distance factors back into the script to more quickly and easily integrate requested script commands (If they ever make it into Arma). That means to make sure you up vote the ticket so I can get it in ASAP! Thanks.
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