User Details
- User Since
- Aug 5 2013, 11:40 AM (589 w, 6 d)
May 10 2016
No, it's open:
this code doesn't change unit side to given side:
{
grp = creategroup resistance;
unit = grp createunit ["B_soldier_F",getMarkerPos "ziel",[],1,""];
}
"side unit" return 'west' and should return 'resistance'
with this syntax the unit-side depends on unit-classname (B_Soldier_F) and not on group-side (resistance)
@Muzzleflash thx for info :)
I didn't noticed before, that this are two things: group-side and unit-side
I create (near finish) a very big SP-Mission in FarCry3-Style with 4 sides:
the pirates, a para-military group, civilians and the touristgroup with player
http://cloud-2.steampowered.com/ugc/901002374273042188/28BD871509659E2FF35DBB31F76502A25F1A1CC5/
complex spawn-system over whole island and problems with sides & triggers now getting bigger...
But most problems i got in friendly fire between blue and green are friends, a major bug with side-friendly fire:
Issue 12376 http://feedback.arma3.com/view.php?id=12376
friendly fire between friendly sides grenn and blue will destroy all repeatly triggers in mission :(
I have to change/rewrite somethig to finish this farsmyle thing
I saw some spawn-scripts using this syntax without a join after createunit
that syntax make no problems if soldierclass fit to the side.
resistance -> I_soldier_F
perhaps most people don't mix soldierclasses and sides, so nobody cares.
but if you want to create a B_soldier_F Class unit, with that syntax, into a resistance group something goes wrong... and engine return wrong side
imho, to force a join after calling createunit is only a workarround
yes, I need to join the created soldier into the group
-> and that is the failure, because the first argument given to createunit is the group:
unit = _group_ createunit [...];
the soldier should allready be in that group after calling createunit with that syntax...
It makes no problems if create a green soldier with a I_Soldier-Class:
grp = creategroup resistance;
grp createunit ["I_soldier_F",getMarkerPos "ziel",[],1,""];
works fine (will create a green-faction Soldier), but
grp = creategroup resistance;
grp createunit ["B_soldier_F",getMarkerPos "ziel",[],1,""];
not and create a blue-faction soldier.
the side given to the created unit should not depend on the vehicle-classname...
yes, but the side is worng
try
hint str side soldier
after this:
grp = creategroup resistance;
soldier = grp createunit ["B_soldier_F",getMarkerPos "ziel",[],1,""];
hint str side soldier
will return "west"
this should be resistance without force a join
with latest dev update, few minutes ago, 0.75.108541
and with the mission attached to this issue, I got the failure again
it is no bug, but this friendlyfire playersidechange behavior should be changed, to make missioncreating much easier.
here again:
after some more tests I found that the gameengine change player-side to "ENEMY" while dooing friendly fire... that is the reason why no trigger react to the player anymore after friendly fire.
for big missions you need a complex spawnsystem to keep fps. and with those spawnsystem all enviroment (enemys, squads, cars, civs, animals, ammoboxes etc.) arround the player will delete if the player disapear from the triggers.
So my squad cannot shoot back to my friendly fire, because they got deleted from spawnsystem a little bit faster after the gameengine changed my side to "ENEMY".
This player-side-change behavior on friendly fire should be changed. The engine should use an internal setfriend 0 or something like that, but please keep the playder-side.
workarround is to monitor player-side (while{true}) and change it back if player-side change to "ENEMY"...
(cannot edit the title from this issue)
workarround to prevent the player sidechange to sideEnemy:
player setUnitRank "COLONEL"; // = rating 7500
CountFriendlyDeath=0;
true spawn {
while{(true)} do { waitUntil{sleep 0.3;rating player < 7000}; CountFriendlyDeath=CountFriendlyDeath+1; player setUnitRank "COLONEL"; //= rating 7500 hint ("HEY STOP! friendlyfirecounter: " + str CountFriendlyDeath); };
};
can't find any workarround
in other games (for example EuroTruckSimulator 2) I can choose between VSync or halfVSync (60fps or 30fps), halfVSync on notebooks use less power...
If I enable VSync in Arma I get 60FPS, I don't find a way to enable halfVSync to get stable 30FPS in Arma