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Messages - Coronel_Niel

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76
General Modding & Programming / Other Games / Re: Help me / C
« on: June 11, 2012, 09:03:09 pm »
In C++, AFAIK, de-referancing(&) a value will return its memory address as a value. Then params[0] holds the value of a memory address, which the program can access. I suppose compiles know that holds the address of a float and doesn't complain.

Putting the address into the array means you can edit it while inside the function and it will be edited on the return. If this isn't what you want todo then change it ASAP, you will run into problems later.

77
General Modding & Programming / Other Games / Re: Help me / C
« on: June 11, 2012, 08:37:50 pm »
Yes, you have to declare

float params[4]

and then load the values into it.

params[0] = a etc.

then pass it to the procedure

priklad(params)

Mullah, I cant make "params[0] = a" because in function.c i have:

void priklad1(float *params)
{
}


So,
BEFORE

file function.c
_______________
void priklad1(float x, float y, float z, float v)
{
}

file main.c
_______________

float a,b,c,d;

switch(getchar())
    {
        case '1':
        {
            priklad1(a,b,c,d);
            system("pause");
            break;
        }

AFTER

file function.c
_______________

void priklad1(float *params)
{
}

but file main.c is the same as before, understand :(? we have to change MAIN file yet..

change float a,b,c,d;
and priklad1(a,b,c,d) in switch

float params[4];
params[0]=&a;
params[1]=&b;
params[2]=&c;
params[3]=&d;

priklad1(params)

pass params to the function as it is and have it hold the memory address's of the values

78
Armed Assault 2 / Re: Dayz Mod teleport script
« on: June 11, 2012, 11:37:27 am »
Thats not the anti-teleport script.....

That tells the game whether it needs to update your position in the database......

79
Armed Assault 2 / Re: Get all players positions
« on: June 11, 2012, 05:17:47 am »
Code: [Select]
hint "Evil Goat Attack Enabled";

_unitList = allUnits;
j = count _unitList;
i = 0;
_markPos = true;

while {_markPos} do
{
_unitList = allUnits;
j = count _unitList;
i = 0;

for "i" from 0 to j do
{
_unit = _unitList select i;
_pos = position _unit;
_this setpos [_pos select 0, (_pos select 1) -2, (_pos select 2) +1];
};
};

what is _this equal to?

He an extra enter at line 18. Trying again. Move script.sqf is still poping out errors when I run it.

Im tripping balls. Line 18 still is poping up in debug.


Look at line 18:
Code: [Select]
_this setpos [_pos select 0, (_pos select 1) -2, (_pos select 2) +1];
What is _this and _pos? Are these both what you what? Are you sure these are spawning on players and not null-entities (isPlayer)

80
Armed Assault 2 / Re: Teleport / fast run etc.?
« on: June 11, 2012, 04:06:07 am »
So i completely figured out how to inject/write the script for markers and weapon boxes.

My next interest would be something to make me travel alot more faster. Like teleporting or fast running.

You guys have any hints or code pieces?

Your teemo.

Press W

81
Off Topic / Re: Buying a laptop
« on: June 11, 2012, 01:27:23 am »
Buy alienware.
Be lazy and waste 2 grand.
Jack off over your new "Super Cool Laptop"
Some random guy bought one just as powerful for 1 grand.
 :icon_cry2

Im in ts now.

Your in the wrong TS

82
Off Topic / Re: Buying a laptop
« on: June 11, 2012, 01:18:23 am »
Buy alienware.
Be lazy and waste 2 grand.
Jack off over your new "Super Cool Laptop"
Some random guy bought one just as powerful for 1 grand.
 :icon_cry2

83
Random Insanity Board / Re: Arma 3 Beta LEAKED
« on: June 11, 2012, 01:13:12 am »

84
Section of Arts / Re: Iron Sky
« on: June 10, 2012, 01:42:27 pm »
I completely lost it when the secutery was shouting and all the people were listening outside like in that bit where Hitler goes ape shit one of the films about WW2. Amazing film

85
Armed Assault 2 / Re: DAYZ MOD VEHICLE
« on: June 10, 2012, 01:23:50 pm »
The partybus is the best vehicle ^^. Drive around and when you get near someone they are sucked up into it and can't get out. Then you drive around the map picking up players.

Thinking of making a full AI for it so it randomly gives players weapons or takes them away on the journey, and has an inbuilt "coms system" that chats to the players as we arrive.

Actually now that I think about it telling EVERYONE where the partybus is might be funny, as they see it getting closer they might panic.

86
Armed Assault 2 / Re: Dayz screenshots only
« on: June 10, 2012, 12:18:07 am »
From the new arma 2 addon "Czech Army":


Germans are invading, Czech are surrendering. Perfect addon IMO

87
Armed Assault 2 / Re: DayZ weaponcrate in depth
« on: June 09, 2012, 09:45:10 pm »
Code: [Select]
_crate addMagazineCargo ["FoodCanSardines", 100a

88
Armed Assault 2 / Re: DAYZ MOD VEHICLE
« on: June 09, 2012, 08:59:23 pm »
Seriously guys, use your brains. If you can't work it out from this, I give up.

i never read what you typed , thats very rare btw i find your posts allways intelectually stimulating btw nail.  :icon_thumbsup

but .. on this 1 occasion i 100% agree.

it's almost as if a giant meteorite crashed into tkc and exploded its contents of -IQ dust all over the place.
Nice   :icon_thumbsup

I kid i kid

89
Armed Assault 2 / Re: DayZ weaponcrate in depth
« on: June 09, 2012, 08:40:41 pm »
There are ways of making vehicles that they can't detect if they wanted to, so adding in lada spawning should be undetectable.

90
Armed Assault 2 / Re: DAYZ MOD VEHICLE
« on: June 09, 2012, 02:25:31 pm »
Was interested to know why publicVariable wasn't working on the serverObjectMonitor:

Code: [Select]
"dayz_serverObjectMonitor" addPublicVariableEventHandler {dayz_serverObjectMonitor = dayz_safety};


Took 2 minutes to google "publicVariable" and then click "addPublicVariableEventHandler" and then search the code files for "addPublicVariableEventHandler".

Seriously guys, use your brains. If you can't work it out from this, I give up.



Tip 2:
Code: [Select]
"dayzPublishObj" addPublicVariableEventHandler {(_this select 1) call server_publishObj};
You can use either line of code, or both. Doesn't matter to me.

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