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Posts posted by Radioman
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diag_log format ["Vehicle id: %1", _vehicle_netId ];I even tried this:
_vehicle = createVehicle ["c_offroad", (getMarkerPos "vehicle_marker"), [], 0, "NONE"];
With that function the whole object is null.
diag_log format["%1", _vehicle ];
Results in:
<NULL-object>
I think it'd just be easier if you posted the entire script. That function should work with what you've given it.
Are you getting any script errors? What appears in your arma3alpha.rpt when that code is called?
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How do you know _vehicle_netId is empty? How are you trying to use it?
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is _vehicle null?
Is the vehicle created at that marker?
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Y'know, there's a 'preset' option in the key bindings menu, and there's an "Arma 2 like" preset in there already....
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In that loop, try running http://community.bistudio.com/wiki/drawLine3D to draw a line between the two points, to make sure the offset is correct.
modeltoworld offsets behave rather oddly.
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Hmmm, Have you tried setPos to possibly stop the floating.I could do this, but it's really something I'd rather not do unless all options have been explored.
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So, going to your first post, what you really want to do is disable stepover to avoid the floating if I read correctly. The only possibility I can think of in-game without modding (and maybe not even then) is to set up a key press event handler using displayAddEventHandler and possibly actionKeys (needed in case the player changes the default step over key from V to something else) to detect when a player tries to step over and when detected forces it back into your intended animation. I am not sure if it would intercede in time but it might be worth a shot.I've done something similar to this, but the issue is that I cannot force the animation back. Forcing the animation doesn't cancel the 'action'. The player will be in the correct animation, but will be stuck floating forward still...
I need a way to cancel the v-jump BEFORE it happens. As, once it has happened, there appears to be no way to stop it...
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lots of animations have connectedto properties in classes or interpolateto i guess the right way would be make custom class without it.I'm on a strict 'no mod' basis. I'm also using animations without connections for that exact purpose. Hence why v-jumping is causing me issues.
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I've got a feeling you are trying to construct a jump by using some other animation? Just to let you know there is jump animation.This is not what I'm attempting to do. This is all about playing an animation, and having it stay as such, rather than instantly reverting back to normal poses. The v-jump is the issue, not the end result.
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Hello,
I have an issue with V jumping, where, if I have a player set in a specific animation that cannot be broken out of (by design), if that player 'V-jumps', they'll get stuck and 'float' forwards until their animation is 'switchMove'ed out of.
Is there a way to kill the 'V-jump' action? playAction "" and switchMoving back to the wanted animation doesn't stop the floating.
switchmove "" causes them to finally play the 'step over' animation and then they revert back to normal standing.
This is not at all ideal, and programming in a workaround for this will be a colossal pain.
Hopefully I've just missed something.
Any ideas?
Thanks.
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I have done a few tests and it seems that OPFOR AI will not use their anti-armor vehicle weapon. They will fire at a Hunter with their rifle and not use the AT weapon. I set skill to highest and this was still the case.Just letting you know.
This is due to a config issue. The 'cost' of the missile is more than the 'cost' of the vehicle. So thus, AI wont use it, unless it's a worthwhile investment.
You should put this on the feedback tracker.
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Excellent, that works nicely. Thanks.This actually doesn't work in all cases. For some reason, when called on a player within an Offroad, it makes them permanently stuck playing this action, even after calling player switchMove "";
And on ATVs, the player stands and dies, but, I suppose that's because the actual action when dying on an ATV, is to instantly eject from it.
is there any way to 'reset' an action? Other than switchmove ? The only way it would appear, is to have the player exit, and reenter the vehicle, which, isn't very useful in this script.
Ideas?
Thanks.
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The you will need to freeze the animation at some pointman action ["surrender",man] ;
sleep 1;
man disableAI "anim";
On players, the only way to essentially pause an animation, would be to _pobj enablesimulation false; But that causes other issues too...
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If you remove the weapons they keep hands in the air, at least in OAremoveAllWeapons unit;
I'm aware of this, and it's very undesireable. Though, I suppose for now, I'll have to do some kind of funky work around, where I remove all weapons (Primary, secondary, pistol), play animation, wait till it's been interupted / stopped. Give player weapons back.... blah.
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try to useplayAction "Die";
Excellent, that works nicely. Thanks.
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config entry is in:}; class CfgMovesMaleSdr: CfgMovesBasic { class States {
Where is this? Within the vehicle (ie, Hunter) config? Or the player/man's config?
Edit: Found them here: configfile >> "CfgMovesMaleSdr" >> "States"
Though, I don't know how to get the specific state, for each specific vehicle? Ie, an ATV, an Offroad, a Hunter, etc. Without hardcoding.
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Does anyone know where the death animation states are stored, within the vehicle config?
I'm wanting to set AI/players as appearing unconscious / incapacitated within various vehicles, without hardcoding the animations.
I can get the cargo animation states via
private ['_cName', '_anim', '_tveh']; _tveh = vehicle player; _cName = typeof _tveh; switch ((assignedVehicleRole player) select 0) do { case "Driver": { // -- Get driver's base animation. _anim = getText (configfile >> "CfgVehicles" >> _cName >> "driverAction"); }; case "Cargo": { private ['_tvCargo', '_tv']; _tvCargo = assignedCargo _tveh; _anim = getArray (configfile >> "CfgVehicles" >> _cName >> "cargoAction"); _anim = _anim select (_tvCargo find player); }; };
but not the death states, as I cannot find this entry in the config.
Any ideas? Thanks.
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Hello,
I'm having issues with making player characters keep their hands on their heads, when the player is armed.
playmove or switchmove don't work, as playmove doesn't play anything, nor does playmovenow. The animations I'm trying are: "AmovPercMstpSsurWnonDnon", "AmovPercMstpSsurWnonDnon_AmovPercMstpSnonWnonDnon"
switchmove just makes the hands go to the sides, twitch up, then back down, then the player takes his rifle out again.
There's also occasions where, with these animations, that they'll cause the player to fly across the map and die, upon their calling....
So,
tl;dr: How does one make an armed player put their hands up, and keep them there?
Thank you.
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Please note the functions library is now no longer just a module, but a high-level scripted system. Disabling it completely would break some user interface menus, particle effects or missions.Any scripted solution you'd invent could be still easily bypassed by hackers. As Sickboy mentioned, waiting for a proper anti-cheat system is the best course of action right now.
EDIT: As for event handler issue, simply add a small delay before adding your handler to ensure it's added last. We're aware of the problem, a fix is planned in the future.
In regards to this, do you mean just put a sleep before it, wherever it's initiated? Because, when is the BIS EH initiated? So that I know for sure that I've put mine ahead of it.
Currently, mine is added within the init.sqf, which has no sleeps or delays, sans a waitUntil {!isNull player};
Is there a list anywhere, of the functions that do such things like start actions without being asked to? I'm trying to streamline as much as possible, and cut out any unneeded threads, to get the most performance in my mission. If it's a hefty list, then I'd wager that they're the reason for the lesser performance in A3, due to a major pile-up of threads in the scheduler. Just a guess though.
Thanks for your responses and keeping constructive. If you could also give me some examples of how people could bypass any precautions against code injection / remote code execution, without an anti-cheat, that'd be nice.
Thanks again.
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You can try disabling it but it wouldn't change anything regarding security, as the security issues are in the underlying engine design (deliberate to some extent) and available commands.What would help more is getting BattlEye ready for ARMA 3, and defining what remote calls are allowed and which aren't.
I'm aware of the inherent insecurities in the Arma engine, but giving BIS_fnc_mp out to EVERYONE to enable them to execute code on all clients, including after JIP, is just equal to feeding the trolls. As far as I know, you can only execute code remotely on other clients, only if there's a pathway to do so. ie, a public variable event handler, that call compiles the value, or something along those lines, so that code can be injected and exploited.
I'm just trying to get my mission to be as secure as possible, and to have BIS enforce their function library in A3, vs A2's module requirement, is quite annoying.
And another point, is that I believe the BIS function library automatically imposes a 'handleDamage' event handler on all players, which, is causing issues for me because I then cannot have my own, as theirs is returning last and causing the damage to go through. etc.
I'd just like to get rid of it, as it's more harm than good in my mission.
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Considering the major security flaws this mandatory library imposes, and a few other more frustrating points of pointless event handlers automatically imposed, I'd like to disable the BIS function library from my mission.
How would I go about this? I'm aware that you can assign null values to function names, but I want the whole thing gone.
Any ideas?
Thanks.
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PS: Radioman please stop posting. You are a Troll! you are NOT associated with us and keep answering peoples questions(which you don't have the answer to) in condescending ways. and ontop of that you are starting to post info for would be hackers. don't have anything more to say.I'm not trolling purposefully, nor was it at all my intent. Putting such things into the open is a good way to get things fixed quicker. And, I infer things from what I see in your code, but, there's so much dead code in here that I've no idea what's current without checking if it's even plugged in.
and besides, if I don't answer these questions, who will?
createVehicle problem
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
You DID say it was creating the vehicle, but, if that was it, then, woohoo?