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Found 12 results

  1. What I want to know is if there is a simple command to check if point A has a line of sight to point B ?
  2. Hello guys, I m writing a script similar to Murklors Editor based AI spawn script by trigger for Arma 2. My script should be able to handle any kind of vehicle and unit and its waypoints. Mission designers could use it to place their stuff in the editor and let be deleted what they want at any time and let it spawn again at the time in mission they want to. If the script is finished it should feature some modes. Modes: 1. Trigger mode: Stuff is deleted at mission start and is spawned by trigger. This should be the easy way for guys with less scripting knowledge. They just put a command at the init line of one unit of the group they want to be handled and it should be spawned if the specified trigger fires. 2. Manual mode: Mission designer takes full control and deletes the stuff he wants at a time he wants to and spawns it at another time with the use of my scripts. 3. Script creation mode: Mission designer first specifies the stuff to handle. Starts the mission in editor and my script is creating a spawn script and copies it to clipboard. Now mission designer can paste it to a file and use that for spawning. Please tell me if u have ideas for other modes the script should feature. Upto now I started with storing all information of a unit before deleting it with this script: What I want to know about this script is if u have ideas for mor information which could be stored in the array. I want the script as resilient as possible against all modifications which could be done before unit is deleted. So any modification should be stored and reset after spawning the unit. Actually I ve no loadout storing implemented. That will be done later. So tell me your ideas about all other informations I ve not covered yet annd could be stored for a unit. EDIT: updated script with new element of info array. TODO list - updated regularly @foxhound I appreciate your work very much but this link is not a public release. Its just a PRE-ALPHA drop for the readers of this topic only: Sarogahtyps Spawn Script Creator 0.2 - PRE-ALPHA Description:
  3. i ve 2 groups with 3 waypoints for each of them placed at 2D editor. there r 2 move waypoints and the last is a cycle waypoint to let em walk along the waypoints continuously. I ve synced every pair of waypoints each other. wp 1 of group 1 is synced with wp 1 of group 2 wp 2 of group 1 is synced with wp 2 of group 2 wp 3 of group 1 is synced with wp 3 of group 2 my thougts were that the group which is faster waits for the slower group on each waypoint. that works for the first and second waypoint but at the third (cycle) waypoint the faster group isnt waiting but running to wp 1 and waiting there until the slower group is at wp 1. I just need a confirmation for that behaviour to know if thats normal that syncing of cycle waypoints seems to be senseless... thx alot. EDIT after some more testing I noticed that cycle waypoints dont execute the "On Activation" field. I entered a systemChat in it which works if its a move waypoint but not if its a cycle waypoint. Is that intended or a bug?
  4. I wonder if it is possible to get the initial speed of a bullet before shooting it. I think about writing an aiming help for moving targets where a crosshair is drawn at the point that u have to shoot at to get a hit.
  5. I d like to learn more about that command cause i ve to use it in near future i think. In another thread we stuck at the point where we d like to send one variable together with the command to the clients and tried to let the other variable get the Client itsself. this command should be executed on all clients: player reveal _desired_object; _desired_object should be sent from Server to all clients but player should be executed at the clients itsself to get the local player entity. EDIT: Could this be the solution?: _desired_object remoteExec ["player reveal", -2];
  6. I can get a players weapon direction vector with dir = player weaponDirection (currentWeapon player); That represents the normal vector for the direction of the weapon in world space as far as I know. The question is, how can I translate it to the modelspace of the player? EDIT: What do I need that for? I ve a point at players weapon in players model space, in this case the IR Laser mount point. I want to change the point accordingly to the change of the weapon direction in model space.
  7. I d like to implement a spawning laser target in this thread. The user can activate the IR Laser with his bound key (standard is L). I want that the user can activate the laser with L (or his bound key) and then I want to override that key to spawn a laser target when he presses L again. Another time pressing L should delete the laser target and bind L back to laser activation/deactivation so if he presses L next time the laser turns off. I dont need help with that laser target. I need help with getting users key binding for laser activation and override it. Upto now I tried the displayEventHandler ["Keydown", {code}] thing but its not overriding the key nor giving me the key binding of the user. EDIT off topic: how can I edit the topic and the tags in this forum. I heavily tried to find a way but i never found.
  8. Hey guys, The Question is if it is possible to get a list of objects shown in vehicles radar? The reason is that I am working on some little FSM scripts to enhance A.I. shooting from vehicles. Until now I have a zu-39 tigris with this "Tigris Flak Conversion Script". The vanilla ai begins to shoot only if the directly attacking plane (a10) has passed the tigris. My FSM script enhanced that behavior and now tigris begins to shoot if A-10 is about 1.000 m away. Maybe I can optimize it some more. Why I need that radar objects? I want the tigris to target and shoot the A-10 only if it appears on the radar of tigris.
  9. Hey guys, i hope for ur help. I wanna spawn AI gunners for a vehicle the player has chosen to drive. createVehicleCrew is no option cause i wont spawn inside of the vec. I wanna spawn outside and let em get in. For that I wanna know if the vehicle chosen by player has a gunner and/or a commander seat and how much turrets it has. Also I need to get the correct turretPath to that turrets. Additional it would be nice to spawn some AI which should take their seat at these cargo seats from where they are able to shoot with their own guns. So I need the cargo index of that seats Any help is apreciated. Thanks a lot.
  10. I ve some vehicles with variables in their variable space and I want to have them broadcasted betwenn headless client (HC) and server. _squad setVariable["respawtime", 300]; I know that i could set the parameter public to true to broadcast it to all. _squad setVariable["respawnable", 300, true]; But thats more network traffic than I need. Is there a way to use publicVariableServer and publicVariableClient to broadcast that variable? Or is the variable also transferred if I use setOwner to transfer the ownership between server and HC? Thanks a lot for any advice.
  11. Hello guys, in arma 3 there is an already opened issue. The issue is that a linux headless client (HC) which is connected to a linux game server gets kicked for signature timeout after some time. The command line parameter -cpucount=1 passed at HC start can extend the time until it gets kicked from some minutes (without cpucount=1) to some hours. In my case the HC gets kicked after nearly exact 3 1/2 hours. I wrote a script at my linux machine which reconnects the HC after it was kicked within a minute. Now the problem. I m editing a domination map created by Xeno to implement some minor features. I want that features executed at HC if it is connected. I know that I can detect HC with if (!isNil "HC_D_UNIT") then { _hc_present = true; }; Where HC_D_UNIT is the name of the HCs game logic. What Xeno did in his d_init.sqf is something like that: if (isNil "HC_D_UNIT") then { HC_D_UNIT = _this; }; _this represents the server which means if I try to detect the HC as mentioned above then _hc_present is always true because it points to the server now. I think Xeno did that to ensure that all work which is thought to be done by HC should be done by server if HC is not connected until a timout. I wont change Xenos code cause i dont know what depends on it. What I need now is another method to detect if the HC is present or not. Thank you for any advise.
  12. Hey guys, i think i m doin a little mistake in my addon creation. The addon i try to create is called inidb. I know that there is a downloadable release but its library (inidb.dll) is for windows only. I downloaded the library linux sources from git hub (https://github.com/newtondev/inidb-linux) and compiled them to the needed inidb.so file for my virtual linux server. The unpacked addon is part of that download and consists of a config.cpp file and a init.sqf. config.cpp: class CfgPatches { class iniDBI { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; init = "call compile preprocessFileLineNumbers '\inidb\init.sqf'"; }; }; Those 2 files are the content of the folder inidb which i packed with cpbo to inidb.pbo My folder structure at server is as described at git hub: @inidb (folder) db (folder) inidb.so (file) addons (folder) inidb.pbo (file) Im starting my server with the option: -mod=@inidb Generaly my dedicated linux server is able to handle mods. I have other mods (not self created) which are running fine. In my mission which should use the addon i ve the following init.sqf file: init.sqf if(isServer) then { call compile preProcessFile "\inidb\init.sqf"; }; The log file at server produces the following line: Warning Message: Script inidb\init.sqf not found I think there are 2 things which could cause this message and i need your help to get a clue whats goin wrong. It could be that i did a mistake with the path to the addons init.sqf file. The other thing could be that the addon is not loaded by the server for some reason, but i dont know. I googled that problem fo a week and i tried other pathes as described above and i tried to autostart the script by setting up a module in config.cpp and in my mission. But nothing helped, i cant get it working. Edit: Ok, 24 hours r gone since i posted this, 50 views and no little answer. I think i m doin something wrong with that thread. For that reason i try to simplify it to some questions: How defines an addon the path to its scripts? Is it defined by the folder which was packed with cpbo? What does that $PREFIX$ file do i read about? Do i need those file in my case and which content would be correct? The script file in the addons pbo-file should be called from a script in my mission with call compile preProcessFile "\inidb\init.sqf"; what is to do that this works? Are there any reasons which could cause a server to not load an addon? Guys ur help would be very appreciated cause i m stuck with the creation of my mission and cant do a little step forward until the problem with that addon is solved. ********************************************************** code container for WIP: if (!isServer) exitWith {true}; /* Author: Sarogahtyp Title: SSSS - Sarogahtyps Simple Server Statistics Description: Arguments: number - refresh time in seconds Return value: boolean - true if script has been finished */ _admin_check = []; _admin_obj = objNull; while {true} do { // wait for a logged in admin waitUntil { sleep (20 + random 20); _admin_check = (allPlayers - entities "HeadlessClient_F") select {(admin owner _x) != 0}; (count _admin_check > 0) }; _admin_obj = admin_check select 0; //throw infos as long as admin is logged in while {(admin owner _admin_obj) != 0} do { // collect server infos _s_fps = str diag_fps; // frames per second _s_just_players = allPlayers - entities "HeadlessClient_F"; // all player objects _s_plyr_num = count _just_players; // number of players _s_just_HCs = entities "HeadlessClient_F"; // all HC objects _s_HC_num = count _just_HCs; // number of headless clients _s_a_grp_num = {local (leader _x) and alive (leader _x)} count allGroups; // all groups where alive units in _s_e_grp_num = { (count units _x) == 0 } count allGroups; // empty groups _s_d_grp_num = { ({!alive _x}count units _x) > 0 }count allGroups; //groups where only deads in _s_unit_num = {local _x} count allUnits; // living units _s_vec_num = {local _x} count (vehicles - entities "WeaponHolderSimulated"); // living vecs _s_wh_num = {local _x} count (entities "WeaponHolderSimulated") //weapons on ground _s_al_ent_num = {local _x} count entities [[], [], true, true]; // alive entities _s_de_ent_num = {local _x} count entities [[], ["Logic"], true]; //dead entities except logic //collect HC infos //request not available info from HCs remotely if (_s_HC_num >0) then { for "_i" from 0 to (_s_HC_num - 1) do { _str = format ["Saro_HC_report_%1", _i]; missionNamespace setVariable [_str, []]; [_str] remoteExecCall ["Saro_fnc_report_stats_to_server", (_s_just_HCs select _i)]; }; //wait until all HCs responded with desired info waitUntil { sleep (0.1 + random 0.1); _sum = 0; for "_i" from 0 to (_s_HC_num - 1) do { _str = format ["Saro_HC_report_%1", _i]; if (count (missionNamespace getVariable _str) > 0) then { _sum = _sum + 1; }; (_sum == _s_HC_num) }; }; }; sleep (15 + random 15); }; // info while end }; // endless while (end) /* Author: Sarogahtyp Title: SSSS - Sarogahtyps Simple Server Statistics Function Name: Saro_fnc_report_stats_to_server; Description: function used via remote execution by server to recieve some statistical infos Arguments: String - name of global variable which should returned to server by publicVariableServer Return value: true */ params ["_ret_string"]; _tmp_info_array = []; _tmp_info_array pushBack diag_fps; missionNamespace setVariable [_ret_string, _tmp_info_array]; publicVariableServer _ret_string;
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