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Forxtop

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About Forxtop

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  1. Hello! I setted a custom difficulty for the server with a server profile. But in-game with vanilla assets, there are orbs (green, white or red) on units. Like in regular. How can i fix that ? I searched everywhere.. Thanks you!
  2. Hello! Thanks for your awnser. I tried many things, even the simulation manager in some of my recents mission. I already clear the area, clear bodies, use the good tips in scripting ( https://community.bistudio.com/wiki/Code_Optimisation ), script on server side the most of time etc... I was just hesitant about this two methods ahah Are there problems with dynamic simulation ? I just implement it in my current scenario.
  3. Yes i know that monitor show the amount of fps on server. And it's why i looked it. I need to know when my mission is heavier or not :) You are right for dynamic simulation, in fact, i thought i could do the same thing easily but manually. With some tests, i didn't do a bad job. But i prefer the BIS method (more safe like you said ahah). So, I will keep to use the dynamic spawn + the dynamic simulation that i forgot. Thanks for all replies.
  4. Yes it seems to be a good method. But i did some tests on a dedicated server. I have around 250 units. I used hideobjectGlobal (true) AND enablesimulationGlobal (false) on all units, and it works pretty well. It almost like deleteVehicle (2/3 fps of difference). You said "you have to turn off the ai as well" but these commands do in fact, the same thing, no? I tried a disableAI "ALL" and i obtained around 1fps more on my server (i used #monitor).
  5. Hello! Until today, i made missions by sectoring them, with scripts wich spawn units by using commands likes createUnit or functions like spawnVehicle and spawnGroups. It's works pretty well. But what about using others commands like hideObjectGlobal and EnableSimulationGlobal on the server side ? With all units already on the map at the initialisation ? Or maybe, i should use these two methods in combination ? Thanks you!
  6. Hey! Yes i read this comment but it was not that. When you are hurt, you have a bad aim. For me, the aim was not bad, just buggy, impossible (litteraly) to control. Thanks for your answer:p Edit : oh yes it could be a problem when i reset the life. Ok thanks ;)
  7. For my tests, i had to put an allowdamage false on my body. Without it, there is no problem.
  8. Hello! So for my scenario, i designed a little script to forbid players to left an area. To avoid desertion. 1/ There is a trigger (PRESENT / ANYBODY), repeatable, with condition. Its area is a rectangle (like a border, very large but not long 10m). player in thislist && isTouchingGround player Activation : nothing, Desactivation : null = [decl_DesertionPartie1] execvm "scripts\desertion.sqf"; 2/ The script : _declencheur = _this select 0; if (isNil "desertion") then {desertion = true}; if (desertion) then { TitleText ["VOUS DESERTEZ, VOUS AVEZ 10 SECONDES, REVENEZ EN ARRIERE", "PLAIN", 2]; _compteArebours = 10; _ValeurDegat = 0.01; While { !(player in list _declencheur) } do { sleep 1; _compteArebours = _compteArebours - 1; if (_compteArebours <= 0) then { player setDamage _ValeurDegat; _vie = 1 - (getDammage player); hint format ["VOTRE VIE RESTANTE : %1 REVENEZ EN ARRIERE!",_vie]; _ValeurDegat = _ValeurDegat + 0.01; }; }; player setDamage -1; _vie = 1 - (getDammage player); hint format ["VOTRE VIE RESTANTE : %1",_vie]; TitleText ["Vous êtes revenus au combat, Dieu merci! Votre vie a été restauré!", "PLAIN", 2]; desertion = false; }; Everythings is working perfectly. But i've encountered a bug (at each execution of this script), wich surprise myself, happened when i back in the good area : the aim is going to a corner of my screen and impossible to take again control of it. It's independent of the view. Do you have any ideas ? A capture of the problem Thanks for your help!
  9. Forxtop

    Issue with switchMove

    I fixed the issue, but i don't like that, i didn't understand the root of the problem, because, is it sure that the initBox is a global space ? Read by all clients? So how i fixed it : I've made a function (fnc_AnimPlage, compiled with a gameLogic to be sure the function is compiled at the very begining) : _Unit = _this select 0; _anim = selectRandom ["Acts_CivilInjuredArms_1","Acts_CivilInjuredChest_1","Acts_CivilInjuredHead_1","Acts_CivilInjuredGeneral_1","Acts_CivilInjuredLegs_1","Acts_CivilShocked_2"]; _Unit allowdamage false; _Unit disableAI "ANIM"; [_Unit,_anim] remoteExec ["SwitchMove",0,True]; _Unit setCaptive true; _Unit setDir random 360; And in the init of my 30 boys, i called the function basicaly [this] spawn fnc_AnimPlage; Thanks to everyone ;)
  10. Forxtop

    Issue with switchMove

    Thanks devastor but i've already tried to force the global effect via the remoteExec, exactly like you did. I will make some others tests and i will tell you if i found something.
  11. Forxtop

    Issue with switchMove

    The issue happened when i test the mission on our dedicated server. And i tried with a friend (same problem for him). :(
  12. Hello! I would like to put anim on some IA. Like i always did, i put in the init field. It's ok in solo, not on our dedicated. So i chanched, i tried : this allowdamage false; [this,"Acts_CivilInjuredArms_1"] remoteExec ["SwitchMove",AllPlayers,True]; this setCaptive true; Because maybe it was a locality problem (but initBox are still a global space ?). But always nothing. Mens are just up and don't move. And i ask you some help to avoid to lost too many times. Have you any ideas ? Thanks!
  13. Forxtop

    Custom Sound and Text issue

    Yes, i did some tests. Trigger are still global but have only local effects (tested on a server). It's a very big problem. Obviously we can script and find a solution, but it need very more work. :(
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