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Thread: ARMA 2: OA beta build 93296 (1.60 MP compatible build, post 1.60 release)

  1. #61
    Quote Originally Posted by SaOk View Post
    Cool, I missed that you didnt need to add the objects at all. I managed to make the script depend on units neck positions (couldnt find working head). Here is new sample conditions if someone is interested. It follows if the unit is in prone or middle position too.
    Hey, I never thought of using the neck position - that's really creative thinking!

    Cheers for the script, I'll have a tinker with it over the weekend.

    @Ruebe: +1

  2. #62

  3. #63
    CWR² Developer SaOk's Avatar
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    Thanks that "pilot" is better.

    I added extra function to check if the unit´s body is "watching" at player´s direction (180 sight angle). It could be combined with the LOS function (need function module):
    Code:
    sleep 3;
    while {true} do {
    waituntil {sleep 1; (abs(([b, a] call BIS_fnc_dirTo) - direction b)) <= 90 || (abs(([b, a] call BIS_fnc_dirTo) - direction b)) >= 270};
    hint "seen";
    waituntil {sleep 1; (abs(([b, a] call BIS_fnc_dirTo) - direction b)) >= 90 && (abs(([b, a] call BIS_fnc_dirTo) - direction b)) <= 270};
    hint "not seen";
    }
    With the old triggers (repeatetly):
    Code:
    Condition:
    ((abs(([b, a] call BIS_fnc_dirTo) - direction b)) <= 90 || (abs(([b, a] call BIS_fnc_dirTo) - direction b)) >= 270) && !(lineIntersects [[getposASL a select 0, getposASL a select 1,(getposASL a select 2)+((a selectionPosition "pilot") select 2)],[getposASL b select 0, getposASL b select 1,(getposASL b select 2)+((b selectionPosition "pilot") select 2)]])
    On Act:
    hint "In sight";

    Code:
    Condition:
    ((abs(([b, a] call BIS_fnc_dirTo) - direction b)) >= 90 && (abs(([b, a] call BIS_fnc_dirTo) - direction b)) <= 270) || (lineIntersects [[getposASL a select 0, getposASL a select 1,(getposASL a select 2)+((a selectionPosition "pilot") select 2)],[getposASL b select 0, getposASL b select 1,(getposASL b select 2)+((b selectionPosition "pilot") select 2)]])
    On Act:
    hint "Not in Sight";
    Not yet checks the heads direction.
    Last edited by SaOk; Jun 1 2012 at 20:47.

  4.   Click here to go to the next Developer post in this thread.   #64
    BI Developer Dwarden's Avatar
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    Author of the Thread
    saok i think you should create separated thread so your great effort and examples aren't lost

    also note this beta is obsolete already and unstable like hell

  5. #65
    CWR² Developer SaOk's Avatar
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    Thanks, I will. Will be found in editing section.

    http://forums.bistudio.com/showthrea...96#post2161496
    Last edited by SaOk; Jun 1 2012 at 21:15.

  6.   Click here to go to the next Developer post in this thread.   #66
    BI Developer Suma's Avatar
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    Quote Originally Posted by Kenquinn View Post
    Both lineIntersects and lineIntersectsWith do not require a list of objects to work. If you test then you will find they only require begPos and endPos to function.
    Absolutely correct. Actually all you can provide are the objects to be ignored during the test. The primary purpose is that when you are performing LOS between two objects, you are not interested in intersections happening in those two objects. You can provide any other two objects if desired, or simple objNull (or shorter argument array) when performing a free test with endpoints not related to objects.

    I have tried to clarify the wiki, feel free to improve more.

    Note: in 93597 there is a fix of a bug causing the second object listed to be "ignored to be ignored" when you request the result to be sorted by passing true as a 5th argument. Moreover, parameter types are now checked, therefore you cannot pass a different type instead of an object. Moreover, 93598 brings new commands eyePos and aimPos, which can be used to provide often needed endpoints for intersection functions.
    Ondrej Spanel, BIS Lead Programmer

  7. #67
    Master Gunnery Sergeant twirly's Avatar
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    Quote Originally Posted by Suma View Post
    .....Moreover, 93598 brings new commands eyePos and aimPos, which can be used to provide often needed endpoints for intersection functions.
    I was wondering about something like this yesterday and wham!... here it is! Wicked!!

    "Learn by doing!" - Quoted from a post by Imutep

    OUTERRA - OUTERRA - OUTERRA - OUTERRA - BLOWMIND!

  8. #68
    Quote Originally Posted by twirly View Post
    I was wondering about something like this yesterday and wham!... here it is! Wicked!!
    no doubt there will be a bunch of ppl pretty happy about these ones

  9. #69
    Ha! Great job with eyepos and aimpos!

    ... if we get up vector of upper part of player's body, I'd be able to fully implement scripted reflex sights. Just EOTechs need the up vector


    Spoiler:

  10.   Click here to go to the next Developer post in this thread.   #70
    BI Developer Suma's Avatar
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    Quote Originally Posted by zGuba View Post
    ... if we get up vector of upper part of player's body, I'd be able to fully implement scripted reflex sights. Just EOTechs need the up vector
    What vector do you mean? Direction from where to where?

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