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Einherj

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About Einherj

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  1. Einherj

    Water bottles vs. ponds solution

    Since all the item interactions were moved to the inventory in the latest patch how this system works now is: 1) there's always a fill water bottle action associated with the empty water bottle item 2) clicking on it checks if the player is near a water pump, tank, well or a pond 3) if true the bottle is filled, if false a text is displayed to tell the player he has to be near one of these things. The pond check goes like this: 1) get all objects inside 50 meter radius 2) check if any of their string representations have the word "pond" in it 3) if true check that the player is below the pond surface
  2. Einherj

    Water bottles vs. ponds solution

    Like explained earlier in this same thread this is not possible since the surface collision (including sounds) is handled by the engine internally.
  3. Einherj

    Water bottles vs. ponds solution

    I check if the point is inside either of the defining triangles.
  4. Einherj

    Water bottles vs. ponds solution

    Nice! I should probably wait for the next patch before trying to figure out solutions for other issues :D
  5. Einherj

    Water bottles vs. ponds solution

    I came up with an improved solution today which needs less manual labor and is more efficient and accurate: At startup 1) Gather all pond object IDs 2) Convert pond bounding boxes to 2d rectangles and save as an array Integrate into surface check loop a function that 1) checks if the player is inside any of the rectangles. 2) If yes, checks if the player is at the same level above the sea as the pond in question. 3) ??? 4) Profit. Some test screens to follow. Player is not inside any of the pond bounding rectangles: Player is touching the water: [attachment=278]
  6. Einherj

    Water bottles vs. ponds solution

    I have emailed them. Still, I feel like the forums would be a better medium to get the message through since they supposedly get an email every two minutes or so.
  7. Now, don't execute me for making a new thread about this. My reasoning for making a new one was, unlike other threads, I have an actual working solution for this issue. Issue: water bottles can not be filled in ponds without swimming I came up with a better solution which can be found here: http://dayzmod.com/forum/showthread.php?tid=4204&pid=40633#pid40633 Solution: 1) A config class in which ponds are represented as polygons 2) A function that checks if a given point (player position) is inside a collection of polygons 3) Integrate check into fn_selfActions.sqf which determines if "Fill Water" action is displayed This is not just a theory, I have actually tested this already. All I have to do now is to record the rest of the ponds as polygons. Some proof to follow. The red balls represent vertices and there is some debug data on the upper right corner. [attachment=247] [attachment=248] Would this be something the devs might be interested in?
  8. Einherj

    Barricade oneself in homes, buildings

    Oh yeah, I forgot that. Well, then it works even better. I was probably thinking of Arma 2's triple concertina wire object which you can't jump over.
  9. Einherj

    Barricade oneself in homes, buildings

    Barricading would mean a ridiculous amount of work. Arma 2 buildings are single models with predetermined paths via which the AI moves. There is no way to disable a path at any given moment. Also, even if you place objects on the path the AI walks through since it ignores collision while on the path. In theory all the buildings could be made out of multiple parts and the doors could be separate objects with two variations: with and without paths (non-barricaded and barricaded), which a script would toggle depending on the current state. It would still be questionable how the AI would navigate in these kind of buildings. But like I said, this would be a ridiculous amount of work and is unlikely to happen. But do not despair, there is an alternative solution to deny the zombies access to a building: How the AI works is it finds one of the entry points determined in the building model (usually in front of a door). This is where the path starts and the AI starts following it. Block the AI's way to this entry point and he can't get in (barbed wire around the entrance maybe). This of course usually means you can't get out either.
  10. Einherj

    Filling water bottle with rain

    Not hard to script at all. It is possible to return the current rain density. And yes, it does depend on how much crafting is wanted.
  11. Einherj

    Make All Water Sources Able to Fill Canteens.

    There is no way to check if a position is in the water or not (excluding the sea). If I remember correctly the current script checks if the player is in the sea or playing the swimming animation. The only way I could think of accomplishing a check for ponds would be to manually record the outlining coordinates of all inland water areas and to do a check with the player unit if he is inside any of those areas at the moment. It can be done, but it's not gonna be pretty or efficient.
  12. Einherj

    Filling water bottle with rain

    How about a new object: rain water collector. Fashioned out of a tarpaulin or something. You put it on the ground and it fills up every time it rains and empties after you fill a couple of bottles from it. I could think of other uses for a tarpaulin too.
  13. Einherj

    Molotovs?

    While Molotov cocktails in the survivalistic do-it-yourself environment seems like a good idea (through movies?), is it really? Like anyone who has actually studied the subject and knows about history can say that their original purpose was to be a poor man's anti-tank weapon. And nowadays they are mostly used to cause disarray at protests and the like. they are however usually far from lethal. From the game mechanics perspective they don't offer that much significant use in DayZ. And I know what you're saying: "I wanna throw them at zombies and light them on fire". C'mon... Have you thrown a bottle of Jack at someone (I hope not)? Bottles rarely break making contact with a person, and burning on the ground a liter of gas is not gonna light anyone on fire. Even if we set aside all the realism, the work of doing the effects and scripting fire, nevermind letting them loose on a multiplayer environment, doesn't in my mind offer enough payout for the actual use of the "weapon". But if people really wanna get some fire in this game, maybe the zombies could be made to be afraid of it - a means to control their movements. Now that would be an actually useful game mechanic.
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