florianmuellerch
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Everything posted by florianmuellerch
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speed of vehicle only works if player is the single person in the vehicle
florianmuellerch posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm trying to get all vehicles speed of all players that are around my _pos. For every player I want to check if he's the driver of the vehicle, and if so I'm getting the speed and doing some other stuff. Now, this works perfectly if the player drives a limousine alone. This won't work if the player drives an IFV with some other AI guys in it. The speed command gets called in both cases, but in the IFV case, speed returned 0. EDIT: I just ensured that it works with the IFV if only the player is inside. So it must relate to the AI players and the vehiclerole { _vehicle = assignedVehicle _x; if not (isNull _vehicle) then { if ((count(assignedVehicleRole _x) > 0) and (((assignedVehicleRole _x) select 0) =="Driver")) then { _speed = speed _vehicle; //with player as single civ limousine driver, this is the correct speed //with player as IFV driver, this returns 0 }; }; } forEach (_pos nearEntities 25); What am I doing wrong here? ---------- Post added at 00:33 ---------- Previous post was at 23:32 ---------- Oh, my mistake... NeadEntities does not return the driver, in this case only the Turred guy gets returned. But I check now for the role and if the role is not Driver, I'll use the assignedDriver of the turred guy's vehicle :) -
iniDB - Save and Load data to the server or your local computer without databases!
florianmuellerch replied to SicSemperTyrannis's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hey SicSemperTyrannis :) I've got a question: I'm storing a large array via iniDB, which actually works. But when I read it, iniDB throws a syntax error because the line is probably too long. Is there a possibility to enlarge this maximum row length, or do I have to split it into multiple lines? EDIT: I guess I found a bug... Look at your lines at iniDB_read: iniDB_read = { private["_file", "_sec", "_key", "_type", "_data"]; _file = _this select 0; _sec = _this select 1; _key = _this select 2; _data = [_file, _sec, _key] call iniDB_readRaw; if((count _this) > 2) then { _type = _this select 3; _data = [_data, _type] call iniDB_Datarizer; }; _data }; Shouldn't be it "if ((count _this) > 3) then {"? -
Get Weapons base class with no items
florianmuellerch replied to florianmuellerch's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thank you! :) -
Get Weapons base class with no items
florianmuellerch posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I got the primary weapon of my unit. Now I want to reassign it. If I do, all items (aco e.g.) gets also added at the weapon. How can i find the base class of a weapon with no addons? -
Difference of Addons in Single-/Multiplayer?
florianmuellerch posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I've created a nice "Building", and I'd like to use it now also in MP. I've added it in my server (along of iniDB), but with that addon not having activated, my client cannot join. How comes that iniDB works without having to be local, but my mod won't? Is it because the building itself? Would there be a workaround for the user won't have to download something? Thank you for your help! -
Difference of Addons in Single-/Multiplayer?
florianmuellerch replied to florianmuellerch's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Why wasn't this thought of in early MP design? This is one of the most annoying things in most of the games :( but thanks for the answer... -
Difference of Addons in Single-/Multiplayer?
florianmuellerch replied to florianmuellerch's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
*pushed* -
Disable briefing on persistent server
florianmuellerch posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi guys Another question: I'm trying to disable the initial briefing screen on my persistent dedicated server. My description.ext looks like this: What have I done wrong? The briefing only appears on the first join, when I then go back to the player selection and join again, the briefing won't show up again. Thanks for your help! :) -
Disable briefing on persistent server
florianmuellerch replied to florianmuellerch's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I just found KillzoneKid's workaround, which still seems to be current (for no changes seem to have been made from BI). However, this solved the problem, thanks! http://killzonekid.com/arma-scripting-tutorials-how-to-skip-briefing-screen-in-mp/ -
Disable briefing on persistent server
florianmuellerch replied to florianmuellerch's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Come on, someone must have the answer on that! :( -
Create Collision Model in O2
florianmuellerch replied to florianmuellerch's topic in ARMA 3 - MODELLING - (O2)
Aaaah now I finally got it!! First, I copied all elements from my normal to the Geometry LOD. Then I removed all faces, what finally didn't work. Instead, I only emptied the textures and kept the faces. Then, I selected all, clicked "Structure > Topology > Find Components" and then I gave them a mass in the Mass Dialog (Windows > Mass). Thank you, I finally understand how this is working! :) -
Hi guys I'm absolutely new to modelling, I managed it after hours of training to create my desired forms in O2. They work very well in ArmA 3 (including Textures), but have no collision capabilities at all. Now I've found some descriptions, but for I'm a complete newbie, I don't understand most of the terms (LOD, Convexity, etc.) Can anyone help a beginner to create such a collision model out of the existing texture model? Thank you very much! :)
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Create Collision Model in O2
florianmuellerch replied to florianmuellerch's topic in ARMA 3 - MODELLING - (O2)
Yeah I tried that, but when I do this, all textures gets messed up with that (rectancles get triangles and textures are no more visible) -
Create Collision Model in O2
florianmuellerch replied to florianmuellerch's topic in ARMA 3 - MODELLING - (O2)
Well, my object is simply built of a few boxes, so I could actually use this one (it's not yet very detailed). But how can I use this existing model right away to create the Geometry LOD? -
How to define an RscTitle in a mod?
florianmuellerch posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Hi guys I want to create a tiny little mod with an own RscTitle. But how can I define it? Should I also create a description.ext file in my root Addon-Folder or can I simply define it in a .hpp file and then include it into my .sqf-Script? Thank you for your help :) -
How to define an RscTitle in a mod?
florianmuellerch replied to florianmuellerch's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
You, Sir, made my night. Thank you very well :D I already had a config.cpp file for that Addon but still wouldn't realize what it actually was :D thanks! -
Hi guys I need a way to find out the timespan between two loops executions which can be really short. In other languages, I'd use micro- or even nanotime, but this seems not to be implemented in ArmA 3, or haven't I found it yet? A loop with a timeout is not thrustworthy, for the loop execution can take multiple milliseconds and then a sleep 0.001 won't use anything for me. It would be like that: while (true) do { if (bla) then { _currenttime = microtime; _difference = _currenttime - _lasttime; diag_log format ["Since last loop execution %1 milliseconds have passed",_difference]; }; }; Any suggestions?
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more precise time command
florianmuellerch replied to florianmuellerch's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thank you very much :) This was about what I've searched! -
Understand how a server executes scripts
florianmuellerch posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi Community I am not yet clear on how scripts in ArmA gets executed. I made a little draft on how I thought scripts were executed: But the first thing is that init.sqf does not get executed when the server is started - the mission will only load when the first player joins. Another thing is that the initialization block of the player itself does not get executed locally - as I understood so far. Please enlight me :) Thank you in advance for your help! Florian -
Understand how a server executes scripts
florianmuellerch replied to florianmuellerch's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi guys Thanks for your responses! So far, I think I understand now a little bit how and where scripts get executed. But another question have come up now: I have a medic on the server, just standing around. This medic is always the same, so I initialized him on the serverside. But for I used "disableAI", the medic does some moves if my player shoots him down, however he won't die. Is this because "disableAI" was executed locally to the server and therefore won't take effect on the players machine? If this is correct, this means that certain central things to have to be configured on every players join locally so he won't see anything else than the other players (only the commands that are not global). Is this correct? And if so, why was it done like this? Why are server-side commands not always global? -
Stop KI Players being pushable / movable
florianmuellerch replied to florianmuellerch's topic in ARMA 3 - MISSION EDITING & SCRIPTING
That was the trick :) Thanks, I actually forgot this one... -
Stop KI Players being pushable / movable
florianmuellerch posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi community I placed an AI independent soldier on the map and disabled all AI features (MOVE, ANIM and FSM) and disallowed damage. But for now, the person is still movable simply by walking into it. Also, when a fat explosion happens nearby, he will get thrown over the half of the map without being injured. But I want him just exactly at the point he is standing. How can I disable this? Thanks for help! :) -
Disable briefing on persistent server
florianmuellerch replied to florianmuellerch's topic in ARMA 3 - MISSION EDITING & SCRIPTING
*push* This briefing screen is annoying, please help :/ -
Set Killed event handler in initPlayerLocal.sqf
florianmuellerch posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi guys When I try to set up the killed event handler to my joining player in initPlayerLocal.sqf, it won't work. player addEventHandler ["killed",{_this call PEG_fnc_playerKilled}]; This function is a function which gets compiled before on the dedicated server. I tried: - "this" instead of "player" - "[_this] call ..." instead of "_this call..." Please help! :( -
Set Killed event handler in initPlayerLocal.sqf
florianmuellerch replied to florianmuellerch's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I tried the MP event before, but I've constructed now another solution which uses the regular events ("killed"/"respawn"). But my mistake was that the function PEG_fnc_playerKilled was compiled before in initServer.sqf, but this seems not to be visible in initPlayerLocal.sqf - neither would it make sense because I'm using iniDB on the server in there ;) But thanks for your help!