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Hi all,; Greetings
Topic Started: Feb 16 2014, 12:03 PM (676 Views)
ww2weasel
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Da Brainboy
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Some observations:

while {alive player} do {_t = time; waitUntil {time - _t > 3};


Do you define "time" - someplace - it's not evident in your script.

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And what does the script actually do - I know you said play a sound and run a text.

Seems like if a running sound? Why not make it part of the config so it handles all locality issues for you. I'm assuming your using the scripts from mission editor side?

The below suggests to me all scripts are meant to be driven by player's locality - you have player - instead of _unit. :


{inputAction "MoveFastForward" > 0}; [player,nil,rPLAYSOUND,"SOUNDFILE"] call RE;

[player,nil,rSay,"TEXT"] call RE; sleep 20; }; sleep 2;


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(its not because the other units run/follow, because i told them to "stop".)

How about if you tried: while {alive _unit && velocity _unit>0}
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UK_SPAWN
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Tank Commander
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The script basically is the sound when you run (Charge!!), as you say.

Yeah i tried to define "_Unit = This select 0;" and do it that way but i couldn't get it to run the script and nothing happened.


im just wondering basically, what is the code used, in multiplayer when your player goes "enemy spotted", and the same is displayed in the radio comms. that's all im trying to do. to indicate to the team that the squad is initiating a charge towards the enemy.

at the moment all players regardless of side see the msg, i have overcome everyone hearing the sound by making it "say3d" instead and only on "T1" (unit1).. however now if an op-for PLAYER sprints, its still a player, so T1 starts shouting charge when standing still, lol... ahh i dont know.

most of what you say i dont really understand and i wasnt sure how to do "&&"?

what do you mean by " make it part of the config so it handles all locality issues for you.." , you mean integrate the scripts into the PBO of the soldier addon?

the script is currently just run through the init of unit T1, "NULL = [this] ExecVM "script.sqf";"

if you could provide an example of what i want/you think is right and then i can look through it?

as i say all i need it to do, is when "player1" sprints, the sound is heard by people close enough to "player1" using say3d, and the appropriate radio message delivered to members of "player1" team. and the same is true of player2, 3 etc. im repeating myself now lol.. do i make any sense?


also and importantly, thanks for looking and taking your time to type that for me :)
Edited by UK_SPAWN, Feb 19 2014, 11:10 AM.
Cheers,

UK_SPAWN
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UK_SPAWN
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Tank Commander
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no time isnt defined i dont think, but isnt {"_t = time;".... the define?
Cheers,

UK_SPAWN
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UK_SPAWN
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Tank Commander
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while {alive player} do {_t = time; waitUntil {time - _t > 3};
waitUntil {inputAction "MoveFastForward" > 0}; t1 Say3d "CHRG";[t1,"loc",rGroupChat,"CHARGE!!!"] call RE; sleep 20; }; sleep 2;

thats currently the script as i was messing around last night with it.


Heres a LOL crash of a arma2 soldier involved in a 300kp/h land-speeder collision.
Landspeeder Test 1
Edited by UK_SPAWN, Feb 19 2014, 11:24 AM.
Cheers,

UK_SPAWN
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UK_SPAWN
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Tank Commander
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Had my first meet and greet with LFH today, and im very excited to have seen what youv got going for a2:40k
had a walk around the map and the walls\citys and played a little test mission. really enjoying the IG units. we also had a play with my mod and it was good to see the different ideas together. i think , its definitely given me a lot of ideas. and i hope you enjoyed it LFH.

Thanks for your warm welcome all.

SPAWN
Cheers,

UK_SPAWN
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Abrun4
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All good man , we can help you any time !

3DS MAX User
And Model guy for the ofpwh40k mod!!!!!

[IMG][IMG]http://i856.photobucket.com/albums/ab128/abrun4/moddb.png[/IMG]http://i856.photobucket.com/albums/ab128/abrun4/moddb.png[/IMG]
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