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## AustinAtSt

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#1 Posted at 2013-12-09 04:27

So the script im trying to work on will dynamically change a player's viewDistance depending on a player's proximity to a city. By doing this, ill keep optimization very high on my mission that has a lot of elements involved. And since a player's viewdistance is limited naturally within a city, they won't notice.

Heres what i have so far:

```// nul = [this] execVM "viewDistance.sqf";  <- Player init
//Cities are Gamelogics

private ["_player","_viewD","_Cities","_i","_SelectCities","_dist"];

_player = _this select 0;
_ViewD =  viewDistance;

_Cities = [Olympus,Pyrgos];

//ViewDistance for each city
while {alive _player} do {

for [{_i=0},{_i < (count _Cities)},{_i=_i+1}] do {
_SelectCities = _Cities select 0;
_dist = _player distance _SelectCities;
{
if (_dist > 150) then {setViewDistance 2000;};
if (_dist < 150) then {setViewDistance 1500;};
if (_dist < 100) then {setViewDistance 1000;};
if (_dist < 50) then {setViewDistance 500;};
if (_dist < 25) then {setViewDistance 300;};

}forEach _Cities;
};

sleep 1;
};
```

Now this only half works, and the view distance keeps jumping because the other cities are interfering. But with only one city involved, there is no problem, there just isnt a smooth transition.

Questions:
(A) How can i stop the "jumping" of viewdistances, and localize one city at a time.
(B) Is there a way to smoothly transition the viewdistances so that the changes are almost seamless?
(C) And is there a way to factor in a players height? So that if a player is above the skyline, they can see further out of the city?

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## -=XTRA=-Larsiano

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#2 Posted at 2013-12-09 14:23

Smart thinking! This idea has been in my mind for a while so it’s good to see someone working on _this. To make it smoother maybe you can add more "in-between _proximity A > B" viewdistance changes to gradually change the viewdistance in compare to an on/off switch. If your really great with math and remembered all them logarithmic functions you can use that to make it more dynamic

What comes to mind is that it can be also possible to add the script to the town instead of the unit > The closer you come to _cities the more the viewdistance is reduced ( for each _unit). Only then either the script must be compatible with all towns or all towns must have their own "initiation"?

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## AustinAtSt

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#3 Posted at 2013-12-09 17:50

# -=XTRA=-Larsiano : What comes to mind is that it can be also possible to add the script to the town instead of the unit

Im gonna try this method and report back. I was just thinking this last night!

-Edit: No such luck. Gonna try to continue with executing from the player =/

This post was edited by AustinAtSt (2013-12-09 18:20, ago)