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Found 4 results

  1. So I want to use markers that are linked to playable characters. My players will be playing characters that live in certain places or know certain things from the start of the mission. They have the ability to choose what kind of character they want to play out of a multitude of characters. However since I have multiple choises of character for the players I do not wish them to know the markers of the characters that are not being played. So how am I able to link these markers to the characters and only let them be show when a character is being controller by a player. TLDR: How do I link a marker to a unit that only shows up when a player is controlling that unit. But the marker has to be visible to everyone.
  2. Hi :) I want my script to report bullet position every milisecond including a moment of fire. However loop occurs every game frame. player addEventHandler ["Fired", { _null = _this spawn { _missile = _this select 6; waitUntil { if (isNull _missile) exitWith {true}; diag_log getPos _missile; }; }; }]; this is a player position :[3999.79,999.912,0.00143909] and this is a first report of bullet : [3999.97,1016.43,1.35643] as you can see projectile flew 16 meters before first data, that means Im missing time before fire and next frame. The most importnant for me is a position of bullet in moment of fire. It would be great if script reported data every milisecond. What should I write ? Please help ! Thank you.
  3. hi guys! following the suggestions of great teachers around here, i did my best to search google, this forum and other forums, and got pretty far for a noob like me. now sadly i'm at a dead end, and really dont understand where point my next step....here's the details: i'm trying to get an FPS display on screen, so everyone can know in every moment if its the server or theyr PC slowing down (or if everything is fine!) dont want to use hint space, already needed for mission infos. reverse-engineered an old work of Xeno (he edited a domination for me some time ago, and allowed me to edit it, sadly now are months that i dont see him online), and got useful infos here and there in topics like this one: ...i think to be at more than 50%, having it work for client FPS, but i cant understand how a " _this " in the original script could have worked, since it should be local to script, and at what it was referring to! (anyway was working on original mission). here is all the thing i have put togheter: a script named Dfps.sqf a file named Define.hpp than i have a file called RcsTitles.hpp as i saied, it works perfectly for client FPS, but returns an error about Dfps.sqf on line 10, about the " _this " not being recognized. ....in my very limited knowledge, is clear that "_this " is actually not referring to anything, but cant understand how it could have worked or with what i should replace it! really thanks for any help! EDIT: forgot to say i added to description.ext #include "define.hpp" class RscTitles { #include "RscTitles.hpp" };
  4. Hi, I remark that the result is inverted for 3DEN attribute "show model". By default, this option is checked and object/unit is visible. Uncheck the "show model" in 3DEN for whatever unit/object. Run preview (SP). The model is still visible. Check "show model": the model becomes invisible, uncheck again: the model is back, check.... now you have an inverted toggle. Other attributes (special states) seem to work normally, so far.
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