ilikepizza Posted May 1, 2014 Author Report Share Posted May 1, 2014 Thanks man, love the update. How do I change it so when I look around, it updates a lot quicker. it seems a little laggy I tried my best, but it seems this is the best I could get. Other players dont have the GUI that show the player names theyve tagged also! More information. Or files. Or it didn't happen. Edit: Can someone with infiSTAR confirm the 3d player positions work? Link to comment Share on other sites More sharing options...
ToejaM Posted May 1, 2014 Report Share Posted May 1, 2014 Nice update, cheers. Things that don't work: You only need a map and a Radio to see people now, GPS isn't needed. RC_showCircle = false; - still shows circle RC_showRadioSymbol = false; - still shows radio RC_3dMoveSpeed = 0; - still has slight lag input Feature Request: Only show 3D names at XXXX range (customizable) Link to comment Share on other sites More sharing options...
SilverWind252 Posted May 1, 2014 Report Share Posted May 1, 2014 Where on earth is class RscTitles{}; Found?! I can't find it :/ Link to comment Share on other sites More sharing options...
Jokaru Posted May 1, 2014 Report Share Posted May 1, 2014 I tried my best, but it seems this is the best I could get. More information. Or files. Or it didn't happen. Edit: Can someone with infiSTAR confirm the 3d player positions work? Only work for admins. Players can't see tags in 3d or on map, and when they tag friendly nickname not appear in left list, but they can see radio icon. BHF - disabled and i use latest version of AH 329A Link to comment Share on other sites More sharing options...
Scaramanga Posted May 1, 2014 Report Share Posted May 1, 2014 Only work for admins. Players can't see tags in 3d or on map, and when they tag friendly nickname not appear in left list, but they can see radio icon. BHF - disabled and i use latest version of AH 329A Confirmed Where on earth is Found?! I can't find it :/ In description.ext, if it doesn't exist then create it. Link to comment Share on other sites More sharing options...
Longshot03XX Posted May 2, 2014 Report Share Posted May 2, 2014 Wish there was a way to get this working for my players. Link to comment Share on other sites More sharing options...
ilikepizza Posted May 2, 2014 Author Report Share Posted May 2, 2014 RC_showCircle = false; - still shows circle RC_showRadioSymbol = false; - still shows radio RC_3dMoveSpeed = 0; - still has slight lag input It seems I forgot to implement the first two options. RC_3dMoveSpeed sets the animation movement speed to 0, not the actual update speed. The update speed of the 3d positions will stay laggy, until I find an alternative function to draw them. Link to comment Share on other sites More sharing options...
ilikepizza Posted May 2, 2014 Author Report Share Posted May 2, 2014 Version 1.3.1 is finished. I fixed some things and expanded the 3D name feature a bit. Thanks man, love the update. How do I change it so when I look around, it updates a lot quicker. it seems a little laggy 3D positions are now updated on realtime. This is as fast as it gets currently. This can be turned off, which sets it back to version 1.3 behaviour. Nice update, cheers. Things that don't work: You only need a map and a Radio to see people now, GPS isn't needed. RC_showCircle = false; - still shows circle RC_showRadioSymbol = false; - still shows radio RC_3dMoveSpeed = 0; - still has slight lag input Feature Request: Only show 3D names at XXXX range (customizable) The missing options are now implemented. I also added your request. 3D names are cut off at 1000m. This can be adjusted or completly turned off. Link to comment Share on other sites More sharing options...
Longshot03XX Posted May 3, 2014 Report Share Posted May 3, 2014 Any way to get this working for players not just admins with infistar? Link to comment Share on other sites More sharing options...
Longshot03XX Posted May 3, 2014 Report Share Posted May 3, 2014 ilikepizza can u help me please Link to comment Share on other sites More sharing options...
Jokaru Posted May 3, 2014 Report Share Posted May 3, 2014 seems that we need infiSTAR to make this work with AH Link to comment Share on other sites More sharing options...
ilikepizza Posted May 3, 2014 Author Report Share Posted May 3, 2014 Any way to get this working for players not just admins with infistar? seems that we need infiSTAR to make this work with AH That could be your solution. I can't change anything on your infiSTAR files. Maybe ask how you can add an exception for specific Scripts. I already tried talking with them, and no real solution came along. Maybe you should add some pressure yourself. Link to comment Share on other sites More sharing options...
Longshot03XX Posted May 3, 2014 Report Share Posted May 3, 2014 I talked with Chris aka infistar via email and he is looking into the matter I will keep you all posted on the outcome Jokaru 1 Link to comment Share on other sites More sharing options...
Jokaru Posted May 4, 2014 Report Share Posted May 4, 2014 Can we just use spawn and global var to call this script and then make an exception in AH, like by admin GUID, but new and based on global var of script, that owners of AH can choose name to make AH work with this script and not turn off all protection? So you just rename 2-3 vars in script and add an exception to AH with given name... Link to comment Share on other sites More sharing options...
ilikepizza Posted May 4, 2014 Author Report Share Posted May 4, 2014 Can we just use spawn and global var to call this script and then make an exception in AH, like by admin GUID, but new and based on global var of script, that owners of AH can choose name to make AH work with this script and not turn off all protection? So you just rename 2-3 vars in script and add an exception to AH with given name... I don't really get what you are talking about and how this can even help? If you know how code, then do it yourself and if it works tell me how I should change my script, so it is easy for everyone to achive the same. Link to comment Share on other sites More sharing options...
ToejaM Posted May 4, 2014 Report Share Posted May 4, 2014 Cheers for the update, will give it a go later :) Link to comment Share on other sites More sharing options...
Jokaru Posted May 4, 2014 Report Share Posted May 4, 2014 I don't really get what you are talking about and how this can even help? If you know how code, then do it yourself and if it works tell me how I should change my script, so it is easy for everyone to achive the same. like so grab all your scripts in one and then spawn it like in init [] spawn thisscript; and in variables just add new var for this script And then grab all init of your scripts in var so thisscript = { So you just spawn it and do an exception in AH like so If (!thisscript) then { [] spawn {[] execVM "\z\addons\dayz_server\init\AH.sqf";}; }; is it possible? Link to comment Share on other sites More sharing options...
ilikepizza Posted May 4, 2014 Author Report Share Posted May 4, 2014 like so grab all your scripts in one and then spawn it like in init [] spawn thisscript; and in variables just add new var for this script And then grab all init of your scripts in var so thisscript = { So you just spawn it and do an exception in AH like so If (!thisscript) then { [] spawn {[] execVM "\z\addons\dayz_server\init\AH.sqf";}; }; is it possible? I will translate this to normal language: If my script is running the AntiHack should not beeing started. So then just disable it for good ... Your idea still makes no sense. My script can be run from only one file, the init.sqf. If you want it to be in a seperate variable do so: thisscript = { [] spawn "RC\init.sqf"; }; Where is the problem? It doesn't matter if you put all the code in the same file or not. It does not change execution behaviour. If I have to change something in any infiSTAR files, I can't since I do not own it. Jokaru 1 Link to comment Share on other sites More sharing options...
Jokaru Posted May 4, 2014 Report Share Posted May 4, 2014 Ohhh, i see. Thanks for answer, i just try to make this script work with AH in any way, so my ideas are stupid sometimes ) And sorry for really bad eng. It is not my primary lang. ^^ Link to comment Share on other sites More sharing options...
ToejaM Posted May 5, 2014 Report Share Posted May 5, 2014 Will be testing this tonight, one more feature request. You have a min name size, any chance of a max name size as part of the config.. when in vehicles the names are huge! Link to comment Share on other sites More sharing options...
ilikepizza Posted May 5, 2014 Author Report Share Posted May 5, 2014 Will be testing this tonight, one more feature request. You have a min name size, any chance of a max name size as part of the config.. when in vehicles the names are huge! I'll look into the problem. Link to comment Share on other sites More sharing options...
ilikepizza Posted May 6, 2014 Author Report Share Posted May 6, 2014 I have tested a workaround for the infiSTAR dilemma. Could someone with infiSTAR please confirm the following solution? Solution Put the script initialization call compile preprocessFileLineNumbers "RC\init.sqf"; before the dayz epoch initialization //Load in compiled functions call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\variables.sqf"; //Initilize the Variables (IMPORTANT: Must happen very early) progressLoadingScreen 0.1; call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\publicEH.sqf"; //Initilize the publicVariable event handlers progressLoadingScreen 0.2; call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf"; //Functions used by CLIENT for medical progressLoadingScreen 0.4; call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; //Compile regular functions progressLoadingScreen 0.5; call compile preprocessFileLineNumbers "server_traders.sqf"; //Compile trader configs progressLoadingScreen 1.0; Somewhere in there the antihack is started and does something, so my script partly doesn't work. If my script is executed first, it could work. Beware, "execVM" command is not used anymore. Also exchange the "RC\init.sqf" with the one in the attached archive (init.zip). Link to comment Share on other sites More sharing options...
Longshot03XX Posted May 7, 2014 Report Share Posted May 7, 2014 I will test this Link to comment Share on other sites More sharing options...
shayd Posted May 7, 2014 Report Share Posted May 7, 2014 Still not working for me, still just admin that can see each other Link to comment Share on other sites More sharing options...
Longshot03XX Posted May 9, 2014 Report Share Posted May 9, 2014 no joy Link to comment Share on other sites More sharing options...
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