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Found 7 results

  1. hello guys...i'm sorry to ask an apparently ridicolous question (because it is), but ARMA3 make every effort to make obvious things...impossible! to cut it short, i just wish to place a sniper and make him able to see and hit targets at ranges up to 1500m (with a 0.50 lynx rifle). it wasn't working, so i documented myself, and finally i made this script to try solve the problem: ...and it actually works....when its 12:00 in a sunny DAY ! at night or in rain it simply dont shoot! i'm getting mad about this thing that should already work in default ARMA3 without scripts! hope you can help me, thanks!
  2. I need expert help from the Arma dev experts here to understand a fundamental behavior difference between hosted/editor and dedi-MP. * Nutshell: ObjectX (not a vehicle, has no brain) was placed in the editor at Position 1. The sole player in the mission starts near Position 1 but is teleported *very far* away (>10km) to Position 999. The player takes action that tells the server to perform a REMOTEEXEC target=0 SETPOSASL command on ObjectX to move it 100m to Position 2. * Expectation: ObjectX should be at Position 2 on both the server and the client. * Actuality: In hosted/editor runs ObjectX is at Position 2 on both the server and the client even when the player is at Position 999, but on dedi-MP ObjectX is at Position 2 only on the server but remains at Position 1 on the client, regardless of what the mission scripting does with information age commands ON THE CLIENT (setTargetAge, Reveal, disabling dynamicsimulation). I've confirmed in dedi-MP that ObjectX on the server has moved to Position 2 by executing a 'localize' command to dump a getpos ObjectX to the server .rpt file. I've confirmed using Debug Console on the client that ObjectX on the client remains at Position 1. * Confusion: Even with the dynamic simulation system disabled entirely this still happens. Since the player is at Position 999 very far away, information age issues are expected, but they should be controlled by setTargetAge and Reveal commands. * My guess: Maybe dedicated servers are by default configured to override a mission's control over information age? I don't see a setting in dedi server .cfg that could change that. What the frakkin frak is going on??? <<edited 5/31: ObjectX has dynamic simulation DISabled, by the way. But I suspect the game is applying dynamic simulation anyway at long distances>> <<edited 5/31, pt2: To be clear, when the player is near ObjectX, sending the command to the server to have the server move ObjectX via that remoteexec call works just fine. But when the player is very far from ObjectX that's when that same process simply does not move ObjectX on the client. (even with dynamic simulation disabled for that object and disabled via enableDynamicSimulationSystem false, even after setting "prop" setDynamicSimulationDistance 60000;. (Also, as an aside, the reason this is an issue is because I'm trying to attach a camera object to ObjectX to use from afar, sort of like a UAV but not a UAV.)>> <<edited 6/2, pt3: Is it possible that static objects are *always* treated on dedicated server similarly to dynamically simulated objects, but separately from the dynamicSimulation system? (I could see it being like that, since normally static objects are always just that, static.) If that's true, it could explain everything I'm seeing. If so, any idea if there's a workaround aside from making a descendant class as a mod and altering whatever property(ies) cause this? <<edited 6/2, pt 4: I'm going to have to conclude that on dedicated server, dynamic simulation is always enabled beyond a certain distance, regardless of mission settings. Dealing with that will require some radical re-thinking of my approach, but I do have some ideas. Admins, you can retire/delete this post if you like.>>
  3. I'm trying to write a script for revealing all empty playerside vehicles to the player (MP & SP). This is how I've done it: 0 = [] spawn { while {true} do { _allEmptyVehs = vehicles select {{alive _x} count crew _x == 0 && (side==playerside)}; //vehicle should be empty (not counting the dead units) and on the player's side { player reveal _x; } foreach _allEmptyVehs; sleep 2; }; }; The problem is that the unit positions do not update on the map. Can someone please tell me what I'm doing wrong?
  4. hi all. After 4 hours researching im left no option but to ask! I want to reveal all units in a given area / distance to a SINGLE UNIT .(In this case a sniper) Ive found lots of examples of revealing enemy to allies etc but not enemies to a single unit and then target them? So far i can only get this to work for targeting a unit with a unit: sniper1 doTarget muppet; (This works well, as the sniper even fires at well over 600ms probably would go much further...) But i want the sniper to know all enemy targets in a 1500m every x amount of seconds. basically below is the jist of what i want: (sniper1) snipers init field: revealedunits = nearestObjects [sniper1, ["man"], 1500]; sniper1 doTarget revealedunits; sleep 60; obviously code does not work! but I need something along the lines of: >List all enemy in radius from sniper. >Reveal those enemies to the sniper >sniper target those enemies >reset script after x amount of time i would rather use a simple in-editor script if possible as I am not using .sqf at this time (or have ever used it?) but im open to change if needs must. Just point out where i would need to place the sqf's if you would. thx. good night.
  5. hello there! i've a problem, apparently simple. working in a dedicated server JIP respawn situation, i have a script that works with friendlies, but not on enemys. i tried in console " player reveal cursorObject; " while aiming at the enemy soldier, and then it works perfectly! can someone suggest a way to execute this command like every 2- 3 seconds , or a better way to do so? very thanks !!
  6. A few months ago I had a script that would have a group of AI units fire into an area using a logic as their target, that then changed it's position for each new firer, so that every time a unit fired it would be at a different position within a given area. This used to work, but now I'm trying to use it again without success, as the AI will target and fire at the logic's original position, but no longer target it once it has changed position. The below code is part of what loops through each unit at a set interval while the script is still running. _logic setPos [(_xPos - _areaSizeX) + (random (_areaSizeX*2)),(_yPos - _areaSizeY) + (random (_areaSizeY*2)),_zPos]; sleep 0.1; _unit doWatch objNull; _unit reveal [_logic,4]; _unit doWatch _logic; _unit doTarget _logic; Then, once other variables have been set (like weapon/muzzle to fire, number of rounds to fire), the AI fire. This part still works: while {(_ammo > _endBurst)} do { _logic action ["UseWeapon",vehicle _unit,_unit,_index]; _ammo = _unit ammo _weapon; sleep 0.05; }; So, they end up firing as per normal, but they don't aim at the logic when it changes position (the logic DOES change position correctly). They continue to realign to the logic's original position. Any ideas why?
  7. (Another perhaps impossible request.) Can anyone think of some kind of a "trick" to unnoticeably increase a unit's knowsAbout value of another unit to the maximum? In other words, I'd like to imitate: Unit_A reveal [unit_B, 4] Thanks in advance for any input.
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