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Everything posted by Fiddi

  1. Hello, I've come across the most bizarre problem I've encountered yet in a building put together in the editor. From a distance my lights look like they should but when you approach it becomes almost pitch black even when standing in the middle of the lit area. It's the same whether it's one or several lights. Any ideas to resolve or circumvent this weirdness are greatly appreciated. This is how it's supposed to look: This is how it looks when standing in the middle of the building:
  2. Try this: [this, "SIT_HIGH2"] remoteExec ["BIS_fnc_ambientAnim"];
  3. There's an Invisible Wall object in the editor you can use, I think. Just search for it, and you'll find it.
  4. I will look into it! As you said it would have to be optional and be chosen on a vehicle to vehicle basis, with the radius customizable of course.
  5. IsEqualType! Great, I missed that one! I figured that uiSleep might not be the best option everywhere, since it goes on regardless of other mission activity, and the sleep regulates (a small bit) when code should be executed in respect to the performance load. Besides, if a server is running 1-5 fps, it has bigger problems than exact respawn delays. Thanks anyway for the feedback, I'll test some variations just to be sure and see how it works! Thanks! The first three I can do easily, the last is a bit tricky. I've played around with it some, but couldn't find a way that suited both the usability and the performance requirement. For example, if all players are x meters away how long till the vehicle is considered abandoned? The timer must be restarted every time a player enters the radius since otherwise a vehicle could disappear right when you're approaching it, which would be infuriating. And what if you have AI teammates that could use a ride home when you're dead? You have to detect them too. There's a number of factors to weigh in. Also to couple this with when the vehicle is destroyed. It can most certainly be done but I think not without making another loop which would effectively make this a lot heavier than it now is, but I'll see what I can do. Personally, when I play we always have Zeus so it's easy to pop in there and make the vehicle respawn that way, which in my opinion is the most convenient option (though "immersion" breaking). Speaking of immersion, would be cool if the respawn event would be that a helicopter comes with the vehicle airlifted and drops it where it should be. Could be neat. Disclaimer: NOT PLANNED! :D
  6. Updated! Version 1.0.1 - Fixed issue with missionNamespace variable. Small readability tweaks. Switched to uiSleep instead of Sleep.
  7. Thanks for the advice. I can't believe I didn't think of params when writing that, I looked at it many times and thought that it must be a better way to do it, and there it was! As for the ASLToAGL, when testing in multiplayer sometimes there were inconsistent results with vehicles being water-damaged when spawning and the engine wouldn't start (even after setDamage 0). Since I added that it hasn't happened, neither for client or host.
  8. That would mean I need the loop anyways. And did you wait until the helicopter landed on the bottom of the sea? That's when the model change to wreck but the eventhandler doesn't fire.
  9. The reason I didn't use the "Killed" eventhandler is because, last I checked, it didn't detect if a vehicle was destroyed by water, therefore didn't respawn the vehicle. Also I sometimes accidentally remove vehicles with zeus when cleaning up stuff and this respawns it regardless, hence the extra feature of stopping the respawn. Anyway, thanks for the kind words!
  10. Check this out: https://community.bistudio.com/wiki/setGroupIdGlobal So it's going to look something like this: group driver c130 setGroupIdGlobal ["Albatross"];
  11. Fiddi

    Loadable Crate

    Check out this: https://community.bistudio.com/wiki/attachTo and perhaps this: https://community.bistudio.com/wiki/addAction
  12. Fiddi

    Orange DLC (wild) SPECULATIONS !!!

    It most likely has something to do with the newly announced 'Project Argo'. Lot of orange in both the announcement trailer and on the website.. https://www.projectargo.net/
  13. Thanks for the help! I think I've figured it out, the roadblock is most times in the middle, however sometimes the gates or sandbags rotation can be a bit wonky but mostly works fine.
  14. Hi, I've written an ambient roadblock script but problem is the roadblock doesn't always spawn in the middle of a selected road. Most times it spawns offset to the right. I wonder if there's a better way than I currently have done to spawn roadblocks on the fly. The gate is the "centerpoint" for the other objects. This is what I have: Thanks.
  15. Tried that before, but then it was flying 1-2m above the ground. However, the initial problem persist, everything spawns perfect in relation to each other but since the gate is offset the whole roadblock is offset.. Everything else works as it should.
  16. Do the BTR have it's behaviour as "Careless"? That would explain why it doesn't engage.
  17. Heh, yep, I'm afraid I did the opposite, put everything in one consistent function and switched most forEach with a descending for loop (as I've heard they're are better if you need to modify the array in action).
  18. Hello, I have need of a second, maybe third, set of eyes for finding out what the problem is with my patrol script for an 'ambient combat' system I'm working on. All groups are supposed to recieve semi-random waypoints around a player. If there's a known enemy in the area recieve a 'Seek and destroy' waypoint around the area the enemy was spotted. Problem is it's unreliable and doesn't produce the results I'm looking for. Some times it might work, other times it only generates waypoints for one group. There's no script errors and I've tried to rewrite a couple of times to see if there's anything I missed but I'm thinking it's a logic issue rather than a script issue in itself. AC_activeGroups contain 7 groups (at most) but is configurable. _patrolType = ["SAFE", "SAD"]; _mp = true; The script in question: Thanks!
  19. While that would have been a problem, that's not what was wrong. I have a suspicion that it was the cleanup that worked alongside this one that was the culprit. I've taken the time to rewrite the entire 'group control' system I have in place for the ambient groups, it now is a single loop for each group that checks if they're alive or too far away, gives them new waypoints and alerts them of nearby enemies. Should help the performance too, hard to measure that exactly but it seems smoother atleast. Looks like this: Anyway, thanks for the help and words of inspiration. I'm going to test some more to see if it is foolproof.
  20. I use this in my mission: waitUntil {alive player};
  21. Great, I've had a problem in the past with vehicles not starting, and it was because createVehicle uses AGL as position and that's quite a difference in height from ASL, so they were first spawned underwater which kills engines of vehicles, and explodes helicopters. A little thing to keep in mind.
  22. What!? How could I not find that? Thank you!
  23. Hey, is there a way to detect which kind of grenade a unit (player) currently has selected? Thanks
  24. Does the helicopter clip into the platform when it respawns? If so, try this: find: _unit = _type createVehicle _position; replace with: _unit = _type createVehicle ASLToAGL [0,0,10]; If that doesn't work: find: _unit setPosASL _position; replace with: _unit setPosASL _position vectorAdd [0,0,1]; // Replace 1 with a higher number if needed. If none of those work, then I don't think I can help you.