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Midnighters

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Posts posted by Midnighters


  1. Just now, BlacKnightBK said:

    and like i said, you do not place it in there you place it in the following two files instead

    "initplayerlocal.sqf" and "onPlayerRespawn.sqf"

    Right, that's always how I've done it.

    Just not sure what a lobby param is going to do for all the players even after a respawn


  2. How would you be able to set it in the description.ext?

    Seems to me that the stamina resets for each player respawn.

    Would the description.ext disable fatigue permanently throughout the mission?

     

    I see that Quiksilver had mentioned above about adding a respawn event handler.

    but the description.ext meothod still confuses me.


  3. Hello,

    I had recently tried tasking myself with adding the 20 MM statics to the back of vehicles.

    I've already tried attachTo and disabling the collision between the two.

    But, I'm still not all that impressed with the result because I still can't switch seats from the static.

    And I've already tried adding an action to move the player into the gunner seat.

    I was thinking, is there any other real good way to get this to work?

    Thanks in advance.


  4. 46 minutes ago, Dylan Ahmad said:

    Well i'm talking about the in-game editor. I can see the respawn modules and attributes/multiplayer, even can open all the tabs in there but can't change anything in the attributes or module. everything is grey out and looked like it was locked.

    you mean in the revive area of the eden editor?

    you gotta change the revive mode to:

    "Enabled for all Players" or

    "Controlled by player attributes";

    that'd be why they would be all grayed out. 

     


  5. 4 hours ago, bull_a said:

    Have a look at thew following page:

    https://community.bistudio.com/wiki/Arma_3_Mission_Parameters

     

    It is possible to setup custom view distances as part of the 'Mission Parameters'. Other than that, you will need to use the commands setViewDistance and setObjectViewDistance. From what I have seen in the past, if you remove the attributes above from the server.armaprofile it will use the mission parameter value/client value. Forcing players to have a specific view distance (default is 1600m) is good for small-scale PvP scenarios, like what is done in Project Argo, but for more expansive and combined arms game play I would suggest to leave these settings open to players to set. One of the better interfaces is CH View distance, which is both available as Addon and also in 'mission form'.

     

    Hope that helps

    Good explanation.

    Didn't think of that. 


  6. Just now, Devastator_cm said:

    but what about the client setup in options menu?
    I don't want to force everybody to see 4km away as it can cause fps issues.
    Only pilots need long distance
    So like in my example before, if I set it at server or by init.sqf will users still be able to bring it down if they want to?

    yeah, they could be set client sided.

    I understand that'd cause obvious fps issues.

    I think you could possibly manually set it if they are pilots?

    Not quite sure if that'd work or not, you may have to execute it server side. 


  7. well in your server configuration there is an option to set the view distance.

    however, I believe you could use setViewDistance yeah.

    server configuration I believe has ultimate decision over the view distance though,

    including terrain grid.

     

    server.armaprofile excerpt: 

    viewDistance=3000;
    preferredObjectViewDistance=3000;
    terrainGrid=12.5;

     


  8. 2 hours ago, Larrow said:

    Lets take Stratis as an example and to be more specific the crossroads in Agia Marina by the seafront bridge.

    Walk up to the nearest house and place you cross hairs over it and bring down the debugConsole.

    Type in a watch line

    
    typeof cursorTarget

    and you will see displayed "Land_i_House_Big_01_V1_F".

    Now all placeable objects in Arma come from the config under CfgVehicles. So open up the config and navigate to CfgVehicles anf find "Land_i_House_Big_01_V1_F" and select it.

    If you now look at the bottom of the config viewers display you will see a box called Parents, this is the config hierarchy of the current selected config entry.

    For the above "Land_i_House_Big_01_V1_F" you will see ["House_F","House","HouseBase","NonStrategic","Building","Static","All"]

    This is basically telling you that "Land_i_House_Big_01_V1_F" is a child class of "House_F" which in turn is a child of "House" etc etc where "All" is the base class for all things CfgVehicles.

     

    So you can use any of these child types in the Types parameter for nearestObjects just keep in mind the higher up the hierarchy you go the more things you are going to get returned that are not what you are looking for. e.g

    Using "Land_i_House_Big_01_V1_F" you will only get this exact type of object, "House_F" will give you most buildings but you will also find stuff like the decorative street lamps, "House" you will start to get things like the power poles etc etc.

    Ooohh..yes. This is cool.

    I don't know if fathersarge is looking for a specific building or not.

    But, this is still cool.


  9. 8 hours ago, fathersarge said:

    Ok so, here's the script I've got, it doesn't return any errors but it doesn't rebuild anything, map objects or placed

     

    
    _buildings = nearestobjects [build1,[],125];
    _rBuilding = _buildings select 0;
    _rbuilding setdamage 1;
    sleep 2;
    _rbuilding setdamage 0;

     

    Any suggestions?

    make sure you have a list of building classnames in the array

    so

    _buildings = nearestObjects[build1,["Mybuildingclassname"],125];

    that'd be the easiest way to just find buildings.


  10. 3 hours ago, fathersarge said:

    So how would that look exactly? Right now I've got triggers that spawn enemies into the same area that I'd want to repair the buildings, it would be great if I could just use that as the reference point

    It's like this:

    ex:

    nearestObjects[player,["UnderwaterMine","Land_LampDecor_off_F"],200];

    the 200 being your radius

    and the array that contains ["UnderwaterMine", and "Land_LampDecor_off_F"]

    are the objects in classname form it's looking for.

    if you leave the array area blank it'll return all the objects within the radius regardless of what classname they are defined by.

     


  11. 6 hours ago, fathersarge said:

    So I'm probably looking to add something in as well? I feel like respawning editor placed buildings would be trivial.

     

    As far as the map buildings though, I've got a "command center" of sorts that I'm using to control the mout course (they will have script spawned enemy as well) and they need to be independent of one another. Is there a way to specify like AREA1 rebuild bs AREA2 rebuild?

    yeah, you could define a radius for the nearestObjects.

    For area one and two.

    Small enough for one building, or you could just check for specific classnames within the radius


  12. Well, are you talking about the parameters menu in the lobby?

    or are you talking about in the editor?

    because if you're trying to place down a respawn position it'll be in the modules tab in the editor.

    not, in the multiplayer lobby or in game.

    Revival modes are also set by either the menu in the editor or in the description.ext

    so I'm not sure what the actual problem here is?


  13. 17 hours ago, wyattwic said:

    Does anyone know how to utilize the old menu_position respawn screen, as seen here?  When I am using this template, I am only able to use the new system.

     

    Thank you!

    I definitely liked the old one a bit better than the new one.

    since the removal of menu positions for the respawn screen are still broken for some reason.

    I'm pretty sure they just threw this one out in prep for the new one  in apex.

    Any ideas anyone?


  14. Are these houses/buildings placed in the editor?

    Pierre MGI notes on the nearestBuilding docs on the biki:

    This command doesn't return any house or building placed in editor (with createVehicle). Use nearestObjects instead: 

    wit this command following: 

    nearestObjects [player, ["House", "Building"], 50] select 0

    So I recommend you try and use nearestObjects instead.

    It'll still find the buildings you are looking for. 


  15. 3 hours ago, killzone_kid said:

     

    So you have model path from getModelInfo and cursorObject, right?
    And position you can decide yourself, where you want to put your object, as long as it is position world, right?
    Then you have createSimpleObject command that needs only model path and position to create object from this model, right?

     

    Damn it. I'm stuck as well...

     

      Reveal hidden contents

    bridge = createSimpleObject ["a3\structures_f_exp\infrastructure\bridges\bridgesea_01_f.p3d", getPosWorld player]; 

     

    My entire confusion entirely, was where to actually find the paths..

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