12.08.2013, 12:29 | #402 (permalink) |
Registriert seit: 17.05.2013
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xeno, do you accept feature requests or maybe help my guysmake a feature?
sometimes side missions spawn too near main targets, sometimes in the very same location. Is it possible to have side mission spawn away from existing main targets? ive looked at the code. i think the order of side and main missions is set at the very start of the mission, so this makes it complicated? so the order of side missions is set in an array. when a new side mission is due, its serial number is got from this array. before it's actually spawned, check if it's location is near the existing main target and if it is, skip that sm and move onto the next one in the array. i realise this might mean we would get through the side mission array quicker but my clan is making loads of new ones. perhaps its possible to add the skipped mission back onto the end of the sm mission array so we can do it later? |
12.08.2013, 17:43 | #403 (permalink) |
Registriert seit: 12.08.2013
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Properly chuffed about Domination in Arma3. Just reading through this thread now. Some of my compadres are already here.So pleased you decided you would do this, Xeno. I don't know where I'd be without Domination. Certainly, I wouldn't be a BI customer. So, yes. It's your fault! PS. Apologies for sprechen in Englisch, but your English is WAY better than my German.
Geändert von Tankbuster# (12.08.2013 um 20:40 Uhr). |
13.08.2013, 09:22 | #404 (permalink) |
Registriert seit: 03.01.2008
Alter: 84
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Well, the problem is Stratis. The island is simply not big enough and has not enough good places for side missions. Altis should most likely fix that problem. The side mission order is created at mission start on the server (random). It would be possible to pick another side mission which is farther away but that would also mean to completely rewrite the algorithm for it (what if just one side mission is left and it is close to the current AO, just as an example). Don't know if it is worth it once Altis is available (damn, I miss a real OO programming language, it would make such things a thousand times easier).
No need to apologize, you can write in English or German in this thread. Most of us germans can read and write both (though I'm not totally sure about that, some germans have difficulties with the german language ) Xeno
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In arma everything is made of refined explodium, armored with wet paper towels. Geändert von Xeno (13.08.2013 um 09:25 Uhr). |
13.08.2013, 10:34 | #405 (permalink) |
Registriert seit: 17.05.2013
Beiträge: 42
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yes, altis will ease or fix this problem. all the same i might see if one of my guys can knock up some code for your approval. Ooh, and hi tanky! |
13.08.2013, 20:41 | #406 (permalink) |
Registriert seit: 03.01.2008
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I'm looking forward to it...
The good thing is, in a few months we will have one plane for each side... maybe. Hopefully they have cockpits and not just a black screen with a slot. Xeno
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In arma everything is made of refined explodium, armored with wet paper towels. Geändert von Xeno (13.08.2013 um 20:43 Uhr). |
13.08.2013, 21:13 | #407 (permalink) |
Hi Xeno,
ich brauche deine Hilfe und zwar habe ich das mit dem Marker Script scheinbar hinbekommen. Leider nur im Editor. Hier ist das was ich habe: PHP-Code:
Hast du da vielleicht ein Tip für mich? Gruß anjan |
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13.08.2013, 21:19 | #408 (permalink) |
Registriert seit: 03.01.2008
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@Anjan-Riot
Schwer zu sagen was schief läuft ohne die veh.sqf und ch.sqf Scripte zu kennen (und es braucht kein "nul =" um die Scripte aufzurufen ) Xeno
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In arma everything is made of refined explodium, armored with wet paper towels. |
13.08.2013, 21:28 | #409 (permalink) |
Ah sorry,
hier ist das Script: PHP-Code:
PS. Wenn ich das null [_this] wegnehme bekomme ich ein Error wegen undefinierter variable _veh und das Script läuft garnicht. An dem Ding verliere ich noch die letzten zwei meiner drei Haare auf dem Kopf. Geändert von Anjan-Riot (13.08.2013 um 21:39 Uhr). |
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13.08.2013, 21:33 | #410 (permalink) |
Registriert seit: 03.01.2008
Alter: 84
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x_initvec wird nur auf den Clients ausgeführt. Du musst jetzt auch noch dort wo das Vehikel auf dem Server erstellt wird (mit anschließendem Net Event zu den Clients was x_initvec anstößt) das jeweilige veh.sqf oder ch.sqf ausführen (zumindest lese ich das so auf die Schnelle aus dem Script raus).
Man sollte, wenn möglich, Scripte so bauen das nicht beides drinne ist, also Client und Server Zeugs. Xeno
__________________
In arma everything is made of refined explodium, armored with wet paper towels. |
13.08.2013, 21:56 | #411 (permalink) |
Registriert seit: 03.01.2008
Alter: 84
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Question: Should I add an option to remove FAKs (from players and spawned AI)?
The medical system in Alpha 3 is plain and simple crap because there is no real need for a medic anymore because of the FAKs. Xeno
__________________
In arma everything is made of refined explodium, armored with wet paper towels. |
13.08.2013, 23:15 | #413 (permalink) |
Registriert seit: 29.07.2013
Beiträge: 96
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We have done this within our version to promote the Medic role, we have been considering other ways to enable other parts of the mission scripting to draw the teamwork closer Heres hoping we get an Ambulance After the planes of course :P |
14.08.2013, 10:23 | #415 (permalink) |
Registriert seit: 12.08.2013
Beiträge: 45
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To be honest, I'd sooner have a MASH tent than an ambulance. Champy, perhaps in our mission, we should have the ambulance behave like a medic thent, ie, you can heal when you're close to it, but it's only driveable by the medic? To Xeno's question about the FAKs, I think a greatly restricted supply is the way forward. They are new and it'd be a shame to remove a brand new feature altogether, but a maximum of 1 per life is perhaps a good compromise?? Oh, and Hi Xq! Welcome to the internet. Geändert von Tankbuster# (14.08.2013 um 10:26 Uhr). |
14.08.2013, 13:01 | #416 (permalink) |
Registriert seit: 03.01.2008
Alter: 84
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The problem is that all AI units spawn with FAKs so a player just can pick up as much as he wants. The issue is that FAKs should just stop bleeding (which of course is just visually implemented in Alpha 3 but otherwise does nothing, a unit/player does not bleed out) and not magically heal a player to 80% which renders a medic useless. The gameplay of Alpha 3 is broken in so many areas, FAKs are just one part. Xeno
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In arma everything is made of refined explodium, armored with wet paper towels. |
14.08.2013, 13:12 | #417 (permalink) | |||
His Awesomeness!
Registriert seit: 25.07.2006
Ort: Regnum Borussiae
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Everyone likes M*A*S*H (at least the 4077th )
(for us tvshow-melancholics Last Day of filming - YouTube) |
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14.08.2013, 14:34 | #419 (permalink) |
Registriert seit: 03.01.2008
Alter: 84
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I guess the weather (when using setOvercast) will remain broken in Alpha 3.
http://community.bistudio.com/wiki?t...63&oldid=71284 I doubt that 0.5 seconds is correct as it usually needs 30 minutes for a setOvercast change (skipTime 0.5 acutally means 30 minutes and not 0.5 seconds). Anyway, using skipTime is not an option in MP. Nice! No dynamic weather in A3 because JIP clients may end up with a completely wrong weather and time. Xeno
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In arma everything is made of refined explodium, armored with wet paper towels. |
Stichworte |
domination, domination arma³, opa xeno, terpmussbwmodmachen, xeno dominus est, xeno wechseljahre, xeno weibliche hormone, xenoichwilleinkindvondir, xeno_goes_feminin |
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