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Thread: SR5 Tactical IED Detection and Remote Det Script

  1. #141
    Agreed with what you said, there is a fake scan chance every time you start a scan, which means an interval of 5 is more likely to give you false alarms than an interval of 50.

    I haven't taken of fixing the fake IEDs part of the script so for now just put a 00 on it.

    I was wondering if we wanted to keep the fake IED reports or just delete them from the script..

    Anyway yes, Nielsen that part was missing from James' script but should have been there feel free to repost the mission and I'll update the download link so people get a working version


    Missions: The Taking of Fallujah (ACE) | A Day in the Life (ACE) | Roadblock Duty (ACE)
    Developer for: ACE RWR Radar Component | EOD Mod | SMK Animations Mod | IED Det. and Disp. Script | MOUT Generation Script | Loudspeaker Script | SniperPod Camera Mod

  2. #142
    Oh I love the Fake IED, don't remove it.

    And you may have missed my question: if I set the fake IED chance to 001, will that be 01%? Will your script detect 3#'s or is it limited to 2#'s?

    LT D. "Boomer" Marston
    OIC, Alpha Platoon, Troop 2
    ST9, NSWG1, TASK FORCE APACHE

    "Lightning from the sky, thunder from the sea."
    "Non Multa Sed Multum."


  3. #143
    Is there a way to only have the selected units see the device? All units playing seem to detect IEDs.

  4. #144
    Quote Originally Posted by Kolmain View Post
    Is there a way to only have the selected units see the device? All units playing seem to detect IEDs.
    I was about to ask that same question after 3 hours of testing.

    Albert when you give the detector to 1 player, an engineer for example, every player gets it as well.

  5. #145
    Hi everyone,
    sorry I haven't been as active as I was before but this flu is still making me stay far away from the computer and when I do come close to it I have to migrate a full a server to a new one in another datacenter and it is being a total SQL, Apache and other stuff madness.

    Anyway:

    1) The ratio will keep only a 1 to 100 value, so 001 equals 1 (for the moment)
    2) The map marker is globally put in the map for everyone to see..I can change that to CreateMarkerLocal which should do what you want: create a local marker for just the detector unit (much more useful in PvP or TvT situations, true).
    3) I was not aware that EVERY unit can scan..I don't think this should happen..you mean every unit gets the dialog? or gets the Marker? I think the marker should be for now the only fault..once made local no dialogs, markers, sounds etc..should be played on units other than the detector.

    Thanks for the reports! *cough*damnflu*cough*

    Reezo "RedCheeks" over and out

  6. #146
    Welcome back Reez, hope your feeling better.

    So, if in the detector init if I place , 001]; as the fake IED detection probabiltity that will be 1%?

    Is it possible to make the map marker optional for the player only? Like a value in the script that if it's set to false it only displays for the detector unit, if it's set to true it will be global?

    And lastly, yes, when I placed a unit in my mission and gave him the detector script, all the other players who did not have the detector script had the detector popping up for them.

  7. #147
    First Lieutenant Kremator's Avatar
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    Get well soon Reezo.

  8. #148
    Yeah good work, and get well soon. Hope to see an update when youre back on your feet.

  9. #149
    Thanks guys! I am working hard to get back on track and as soon as I'm done with my job (have some nasty databases to move that give me the creeps eheh) I'll release RC4.

    1) I think for now I will make the Marker local, it is up to the detector to eventually post an additional marker for everyone to see, depending on the radio channel (usual ArmA stuff) [DONE]

    2) 0001 = 001 = 01 = 1% for the moment

    3) Weird that the dialog pops up for everyone, I guess I made some kind of mistake being for me the first time I work on dialogs and screens in A2 is there any kind of "dialogLocal" command? Because otherwise, this means the script contaning the dialog is being executed by ALL the clients..big problem..it shouldn't be like that. [I really need help from someone who is more expert than me in making dialogs..why does this open for everyone?]

    thanks for any more feedback, I'll look into these three for RC4.

    UPDATE: Ok the dialog being displayed by all the units is actually my first concern right now, this is what stands between you and RC4, plain and simple:

    I suspect the reason why the dialog appears for more than just the detector lies in the fact that the script containing the command "createDialog" is run by more than just the detector unit.

    This, however, puzzles me: the _detector.sqf script must be run from inside a unit's INIT field, so I thought it would be run by that unit only. Actually, this is probably false..the fact that it is run at the unit initialization does not mean the script is going to be run by the detector unit exclusively.

    If this is the case, putting some restrictions should work, at the beginning of the IEDdetect.sqf.

    If you have any kind of suggestion, light fuse and throw away, in my direction
    Last edited by Reezo; Jan 29 2011 at 17:58.

  10. #150
    albertors,

    I am having this issue with your script, in that I am crashing to Desktop.



    I can normally sort these I guess its a clash with some of Bon_Infs scripts which use a dialog as well.

    Anyone got round this at all ?

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