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dreadedentity

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Everything posted by dreadedentity

  1. That's up to you. When you use setVariable to populate the conversations, if you set the last parameter to true, the data will be synchronized to all players, including JIP. In that respect it will work with multiplayer. However, unless you modify the script, each unit will have their own "completed" topic list created locally. Also, you'd need to use BIS_fnc_MP to run ACS_init.sqf, so that the actions will be added locally to each player.
  2. So that's how you do it. I always wondered how you happen to respond to all of my things on super-obscure commands
  3. dreadedentity

    8GB of ram or 16GB?

    32-bit applications can use a maximum of about 4GB so if for some reason Bohemia is actually refusing to use half of the available ram, this statement is false
  4. I hope people are reading the notes I put on wiki pages, otherwise I'm just wasting my time. Others, I know KK for one, actually edit the wiki pages themselves (I can't bring myself to do that in case my findings are incorrect). If you are finding so much outdated information, I beseech you to leave a note on the talk page. KK has personally responded to me, usually within a day. Shit, sometimes I'll even see that wiki pages have been edited for clarity after leaving a note.
  5. Thanks a lot, that makes me feel good. Hey Foxhound, how can I update my post with your AH picture download link?
  6. Right, this is how I envisioned using this system. You would have a few default conversations for non-important NPC's (also known as one-liners), then put in a great deal more effort into story-related characters
  7. I just don't really see the point, we already have the forum for "fishing" for help (as in cast your line and then check back occasionally), and we have teamspeak for live help/hangout
  8. But I don't want people to know my real naaaaaaaaaaaaaaaame. Besides, we have the teamspeak, but JShock and I are the only ones ever in it anymore
  9. dreadedentity

    Why isn't nearObjects working?

    _houseClass = "Land_i_House_Big_01_V1_F"; //you need to pass these variables to the stacked event handler _Dist = 1500; ["realtor", "onMapSingleClick", { waituntil {_pos}; //how does this even work? _pos is an array _HouseLoc = _pos nearObjects ["_houseClass", _dist]; //you put the variable _houseClass in quotes OpenMap false; onMapSingleClick ""; //unnecessary _MapClicked = 1; }, [_houseClass, _Dist]] call BIS_fnc_addStackedEventHandler; //you can use the passed arguments with the magic variable _this nvm, I remember what pos is. You'd think I would remember earlier since I just wrote a snippet that let's you click the map and teleport around last night.
  10. My conversation system will be done and released sometime today
  11. It works, I tested this when I first read that post. Now you just have to make sure your script will run okay
  12. Code blocks are a separate environment, so if you rely on variables, they absolutely must be passed to it. Try this: Also, using BIS_fnc_param should be able to help condense your code, I have provided an example.
  13. dreadedentity

    Need 5 voices

    Glad to have you, Jay! I just use Audacity to record, I think it has .ogg format built-in to the export functions. If not, just send them over however you can, I'll re-export to .ogg. (ogg has a very good size-compression/sample-loss ratio, that's why I'm using it) Context: Person 1: Squad leader. He's mostly just giving orders. He's got the second-longest role Person 2: Random squadmate that decides he wants to play music in the truck Persons 3,4,5: Civs standing around These don't really need to be professional at all, it's just for a short demo-mission example for my new project, the mission is at most like 5 minutes, for perspective. It's not really about the mission itself, but rather a demo of the end result and implimentation. Just recording the lines should be good enough. The roles are ideally meant to be played by different people, but if you can vary your voice enough to "be" a different person, that'd be fine also. I was going to do all the recordings myself, but I thought that'd be a little weird.
  14. dreadedentity

    increase recoil

    No problem, glad to help
  15. That's really awesome, KK. Great work
  16. dreadedentity

    increase recoil

    It should be okay, but a cheap way to increase weapon sway and kind of simulate a lack of training would be to set a units fatigue level higher. setFatigue
  17. dreadedentity

    True AI range

    This seems like an issue with the engine itself, you may want to put something up on the feedback tracker. As for any commands that increase maximum range, I don't think there are any. There's also probably a very small chance that even the best scripter could create a workaround, as this is a very low-level engine behavior. I think the best advice here is to try to get a hold of a dev, explain the issue, and get their answer. Hell, post it here, now I'm interested in it as well.
  18. Hello, I am making a dialog, well, I guess I should say I have made a dialog. Anyway, I'm messing around with my listbox base class, trying to find the correct attribute that changes the background color of the active selection, which one is it? While I'm at it, I want to make it so if a user clicks on a different element, the other dialog elements lose their active state, how can I do that? (ie. I have a few listboxes, if somebody clicks on one, then clicks on another one, they both show active selections, I want the original one to be de-selected) Thanks, DE
  19. I'm so happy after reading this that I think it might just bring a tear to my eye One thing that might be pretty cool too is to only add the event handlers to squad leaders so only they can change the marker in the first place, like, even if they die and another unit picks up his smoke and throws it, it won't do anything
  20. I think it would be a lot easier in this case to just limit the amount of smoke grenades...only squad leaders get orange smoke grenades anyway
  21. I used a hand grenade for testing but you can replace that with whatever you want player addEventHandler ["Fired", { if ((_this select 4) == "GrenadeHand") then { (_this select 6) spawn { sleep 0.1; waitUntil {(speed _this <= 0) || (!alive _this)}; "myMarker" setMarkerPos (getPos _this); hint ("Respawn marker has been moved to " + (str getPos _this)); }; }; }];
  22. player addEventHandler ["Fired", { _bullet = (_this select 6); _rab = createVehicle ["Rabbit_F", getPosATL _bullet, [], 0, "CAN_COLLIDE"]; _rab attachTo [_bullet, [0,0,0]]; }];
  23. dreadedentity

    Change Active Background Color in Dialog

    Thanks for that, Larrow. I thought this way might work so I did some testing, but in my tests, it seems that setting -1 will not remove the active selection. See my note at the bottom of lbSetCurSel. Also, good to see you back here, outstanding advice as always
  24. dreadedentity

    [RELEASE] Fuel Dumping

    Very cool, I hadn't thought of doing something like this. Seriously, very cool idea
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