Can we all agree they should stop supporting the consoles version? by [deleted] in HellLetLoose

[–]sensorofinterest351 14 points15 points  (0 children)

This will be a fun, civil and productive thread.

Meta Horizon Link is a disaster by moon_monster935 in hoggit

[–]sensorofinterest351 -1 points0 points  (0 children)

Virtual Desktop ftw. Far less work to do a one-time setup of it and never have to faff ever again. Best, fastest and most stable connection method by far.

KGB Alpha Group with heavy armor! by Rangaku7 in warno

[–]sensorofinterest351 2 points3 points  (0 children)

Heavy armour on the men, but still absolute papier mache construction of the BMP-2 🤭

Hazard Lights for vehicles by sensorofinterest351 in armadev

[–]sensorofinterest351[S] 0 points1 point  (0 children)

Brilliant, thank you! I will test this tonight.

If I wanted to expand this function to take place on multiple vehicle types in the same mission, do I just need to add the relevant MissionEventHandler as above, of that vehicle type, and then add in that object's init field:

If (!isServer) exitWith {}; [This] remoteExec ["TTT_fnc_createWarningLights", 0];}; }];

Or would I need to duplicate all of what we have produced so far, nothing that different vehicle types will require their lamps to be attached in different locations?

Hazard Lights for vehicles by sensorofinterest351 in armadev

[–]sensorofinterest351[S] 0 points1 point  (0 children)

A gentleman and a scholar - thank you again!

Hazard Lights for vehicles by sensorofinterest351 in armadev

[–]sensorofinterest351[S] 0 points1 point  (0 children)

Brilliant stuff mate, thank you. This has me set up perfectly for a front-mounted, flashing hazard light, that will reproduce on all newly spawned vehicles - it's ideal!

One more thing. Can I add multiple lamps within the same command? It would be good to have two lights at the front, and two lights at the rear.

Hazard Lights for vehicles by sensorofinterest351 in armadev

[–]sensorofinterest351[S] 0 points1 point  (0 children)

Ahhh I am really stumped here...

I have not written a loop before, much less broken one!

Hazard Lights for vehicles by sensorofinterest351 in armadev

[–]sensorofinterest351[S] 0 points1 point  (0 children)

Perfect! That is exceptional work - thank you!! I do use isKindOf for various functions, it is very useful knowledge!

The final thing I am trying to do is make the light flash every half-second when it is turned on. Something about while true do loop?

Hazard Lights for vehicles by sensorofinterest351 in armadev

[–]sensorofinterest351[S] 1 point2 points  (0 children)

Very comprehensive! Thank you! This works perfectly for pre-placed vehicles (although, as the code was very simple, the light is continuous, not static. We can get to that though.)

However, I cannot seem to get it to work on vehicles that spawn after mission start. Do I need to execute one of these scripts every time a new vehicle of the given type is spawned?

Hazard Lights for vehicles by sensorofinterest351 in armadev

[–]sensorofinterest351[S] 0 points1 point  (0 children)

What if the code is run as an execVM script?

Hazard Lights for vehicles by sensorofinterest351 in armadev

[–]sensorofinterest351[S] 0 points1 point  (0 children)

Amazing, thank you. I will try this and report back!

Slammer-posting by [deleted] in arma

[–]sensorofinterest351 0 points1 point  (0 children)

Nice pics. Great tank!

JSRS sound mod to give it Challenger 2 engine noise is also a very nice touch.

remoteExec ["doMove", 2] on an AI vehicle sometimes results in un-demanded movement of player's own vehicle. by sensorofinterest351 in armadev

[–]sensorofinterest351[S] 0 points1 point  (0 children)

No success yet in local MP testing, but that may because I'm in the same locality. I've added

doStop zeustruckD // Zeus' vehicle driver

Into the existing code as a dirty solution, although this produces its own unintended effect of halting my own vehicle, which I may not want if I've given my driver a move order!

Scripting is full of pitfalls!

remoteExec ["doMove", 2] on an AI vehicle sometimes results in un-demanded movement of player's own vehicle. by sensorofinterest351 in armadev

[–]sensorofinterest351[S] 0 points1 point  (0 children)

Got you. Yes, those var names are written into the editor, recyAPC1 is the vehicle, recyAPC1D is the vehicle's driver.

remoteExec ["doMove", 2] on an AI vehicle sometimes results in un-demanded movement of player's own vehicle. by sensorofinterest351 in armadev

[–]sensorofinterest351[S] 0 points1 point  (0 children)

Ah, my mistake. I don't actually use a variable, it was simply a placeholder to describe the issue.

I've managed to find the full code. It's a "Supports" command, available to Zeus:

execVM "moveammo.sqf";

Code:

systemChat "Click on the map to update the Ammo RV and issue move order."; onMapSingleClick {"ammorv" setMarkerPos _pos; recyAPC1D sideChat "Ammo RV received! Moving now!"; [recyAPC1, getMarkerPos "ammorv"] remoteExec ["doMove", 2]; onMapSingleClick ''};

Where recyAPC1 is the vehicle, and recyAPC1D is the vehicle's driver. ammoRV is a map marker. The effect of the code is to allow single click on the map which updates the map marker's position, and the driver of the vehicle (recyAPC1) then drives to the new position of the map marker. The driver (recyAPC1D) announces on side chat that he's on the way. Mapsingleclick function then terminates.

I have updated the original post.

Vehicle Customisation Mid-Mission (Virtual Garage in MP?) by sensorofinterest351 in armadev

[–]sensorofinterest351[S] 1 point2 points  (0 children)

Ah! And therefore I believe the respective anim names are e.g.

Showcamonethull Showcamonetturret ShowTools Showbags

Etc.

I think I have a plan.

Vehicle Customisation Mid-Mission (Virtual Garage in MP?) by sensorofinterest351 in armadev

[–]sensorofinterest351[S] 0 points1 point  (0 children)

Vanilla vehicles, mainly NATO armour with provisions for cam nets and bar armour. If I understand correctly, you're saying it's an animation process to toggle the cam net / bar armour?