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Grumpy Old Man

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Everything posted by Grumpy Old Man

  1. Regarding error 1 there is no "r" in switchMove, might want to remove that. Same for error 2, playAction, there's an r in front that shouldn't be there. Other than that animations will only work if the command is issued during mission runtime, a small waitUntil{time > 0} should do the trick. Cheers
  2. Grumpy Old Man

    Locality, locality..

    The code you posted in the first post doesn't show anywhere in the files you just posted, kinda weird, since you mentioned you run it from initServer.sqf, yet there's nothing even remotely related to unit spawning, neither are you spawning any vehicles in any of the code snippets you posted up to now, unless I missed something. Cheers
  3. Grumpy Old Man

    Locality, locality..

    This doesn't explain the problem you're having. You described your problem that units spawn when people join or log out, which would indicate init.sqf or initPlayerLocal.sqf executing the spawn script (or disconnect event scripts/eventhandlers). Unless you exactly state from which file/function/trigger you're execVMing your spawn script it's hard to tell what's causing it. Also check every file twice, forgetting to delete stuff after doing some testing runs can also lead to weird/unwanted stuff, heh. Cheers
  4. Well do you get any controller output when moving the slider for the first few mm? How's the movement looking when going from 0-100%, is it smooth or rough? Check the system control for output while moving the slider. If it's not doing anything it might well be a faulty potentiometer (either wear and tear or dust) in the slider. Cheers
  5. What about them is confusing? Default A3 deadzones are set to 10% if I remember right. Make sure both controller control panel deadzones and A3 game controller deadzones are set to 0. Check if there's still controller noise (output jiggling around even if you're not moving anything) happening, if yes increase the deadzone in A3 only. When no more controller noise happens play around with the sensitivity setting until you're happy. Cheers
  6. Grumpy Old Man

    Locality, locality..

    Where are you calling this from? init.sqf will be executed every time a player joins the mission, have a read. If you put it inside initServer.sqf then the isServer check is redundant. Also use CfgFunctions instead of execVMing stuff a lot. execVM is okay if you need it to run once and preferably only upon mission start, for something that runs during mission runtime for multiple units without delay it's better to set up your own function library. You only ever need to set it up once then you can easily port all your functions from one mission to another one. Cheers
  7. You can put the addAction command into initPlayerLocal.sqf. This way every logged in player will get the action without any further issues. If the player needs to be able to teleport after respawn simply put it into onPlayerRespawn.sqf as well. Cheers
  8. Grumpy Old Man

    When will BI start to understand their own product?

    If Arma4 will be to A3, what A3 is to A2, I doubt this aspect will improve. Cheers
  9. The entire syntax is out of whack, you're closing the parameters array for the addAction command after the first parameter, of course this won't work. Check the wiki entries for addAction and .sqf syntax. Also not sure why you're naming the action "elevator down" and at the same time you're increasing the z level of the object. Cheers
  10. Grumpy Old Man

    AI Facts & Myths Compilation List

    Correct, just break line of sight and cover as much distance in the as fast as possible. In urban environments you can easily outflank small enemy groups and even get to their rear a long as you're not exposing yourself. Target knowledge is shared within a group, instantly, often within the same frame. No idea why it's like that, since other stuff like issuing move commands requires for the command to be issued before the command is carried out ("2, move 100m to the rear" -> only after completing the sentence unit 2 starts to move). Ability to engage primarily depends on the knowsAbout value, if it's above the magic number (1.3 I guess) the enemy will engage if other factors don't prevent it. Tested something similar a while ago, 3 hostiles in same group at ~45m, only leader has NVGs, dark night, revealing the player for 0.1 to any unit of the enemy group made the knowsAbout value jump to 0.8, no one opening fire, after 25-30 seconds I got spotted (basically impossible to tell which unit spotted me because of instant target sharing within a group), knowsabout value doubled to 1.6 and they opened fire. After returning fire myself the value jumped to 3.7. Until I started returning fire and stayed on the position they seemed to fire potshots at me, when I returned fire and started moving their fire rate increased. They were also able to track me just fine, even the units without NVGs, as long as I stayed within line of sight. So it's basically irrelevant what unit is carrying the NVG as long as one unit is carrying a NVG you will get spotted, sooner or later. Cheers
  11. Grumpy Old Man

    config sound path for "FragOut"?

    I suggest using kbtell instead of playing individual sounds, since kbtell already handles sound variations (which frag out probably is) and you can (most likely) use the same voice the unit actually has, so there's one less problem when switching from a NATO to a CSAT unit. Some reading: https://community.bistudio.com/wiki/Conversations Cheers
  12. Grumpy Old Man

    Contact Expansion Livonia Feedback

    You haven't seen the Livonians yet. Cheers
  13. Grumpy Old Man

    AI Facts & Myths Compilation List

    Not sure if they're actually detecting the footsteps, more likely it depends on movement speed and stance, went through another quick pass, from upright regular walking speed to crouched and then prone with slow speeds, each seems to take off ~1m from the detection range. No idea how to prove that they actually hear the footsteps rather than decide if a detection happens based on speed and stance. Just note that the knowsabout jumps to 4 every time without the unit even facing me, so he should have no clue if I'm hostile or not. Knowsabout 4 basically means he knows all there is to know about me. Another AI flaw uncovered? Cheers
  14. Grumpy Old Man

    AI Facts & Myths Compilation List

    Neat thread, A for effort. Here are some videos I made a while ago. If the vegetation is dense enough and you absolutely don't move, not even look around or stick out, as @Greenfist stated, the AI won't spot you even if you're revealed via script command so he knows you're somewhere around. About AI hearing footsteps they actually do, if you don't use walking pace (which is unbound by default if I remember right) and crawl within 5-7m. And my favorite, ghillie next to the road, unspotted by the patrol. Cheers
  15. Grumpy Old Man

    Arma 3 DLC - CONTACT

    probably whatever that means Cheers
  16. Grumpy Old Man

    When will BI start to understand their own product?

    Nothing to add, well put. Cheers
  17. Grumpy Old Man

    Arma 3 DLC - CONTACT

    You'll know the day after tomorrow. Cheers
  18. Grumpy Old Man

    Teleport everyone when fired!

    With a unique name like that it's a matter of 2-3 minutes to find out if the same user name shows up on the typical cheating forums, selling altis life money, gta v cash etc. Would be quite a coincidence, heh. Cheers
  19. Grumpy Old Man

    Teleport everyone when fired!

    New forum account, and the very first post asking how to teleport people at the cursor position he's shooting at. Should at least raise an eyebrow, no? Cheers
  20. Grumpy Old Man

    Using Params in spawned script

    Params needs to be declared using strings, in your case it should be this: params ["_unit", "_debug", "_switch", "_cLo", "_cHi", "_aLo", "_aHi"]; If something doesn't work the way it should, always check the wiki. Cheers
  21. Grumpy Old Man

    Finding Chimneys on Buildings

    Doubt houses in A3 have chimney as selection names, since the amount of unique building types having a chimney is limited, you can manually specify the chimney position for each model class, shouldn't take too long. Cheers
  22. Also mind camera coordinates are using [x,z,y] format. Cheers
  23. The third parameter of addAction is always empty, so it can't work. _stuff = "Bananas"; player addAction [ "Hint stuff",//first parameter, action name {//second parameter is the code that should run upon activation hint _stuff;//will do nothing when activating the hint }, []//third parameter are arguments passed to the addaction code, if empty nothing is passed, or in this case, an empty array ->[] ]; --------------- _stuff = "Bananas"; player addAction [ "Hint stuff", { params ["_object","_caller","_ID","_stuff"];//this makes the addaction code look what has been passed to it hint _stuff;//will hint Bananas }, _stuff//third parameter now correctly points to the string "Bananas", so it will be visible in the addaction code ]; params is basically _this select n with a private statement. Pretty good info about it on the wiki. Can be pretty cryptic when starting out, was and am still pulling my remaining hairs out. Cheers
  24. From what I can tell your _myVariables is an array of strings. Maybe you got confused, string is only needed as parameter of params command, just remove the quotation marks inside _myVariables. Cheers
  25. You can use the third parameter from addAction to pass parameters inside, like so: _myVariables = [_boat,"bananas",9001]; someObject addAction {"Stuff",{ params ["_object","_caller","_ID","_myPassedVariables"]; _myPassedVariables params ["_vehicle","_cargo","_amount"]; }]; Check the syntax of "arguments" parameter explanation on the wiki. Also good practice to spoiler code with more than 50 lines, heh. Cheers
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