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Tonic  



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#1 Posted at 2013-03-25 17:01        
     
View Distance Script
Version: 1.6

Screen Shot


v1.5 Video
https://www.youtube.com/watch?v=gHkKnrT6SWc

Description:
This is something that was lacking for ARMA 3 (Alpha). So I have created a simple to use View Distance & Grass Settings Dialog to allow players to adjust their view distance levels. There are three types of view distance levels.

- On foot: View distance set will only effect a player while they're on foot.
- In Car: View distance set will only effect a player when they're in a land vehicle or ship.
- In Air: View distance set will only effect a player when they're in an aircraft.
- Drone: View distance while operating a UGV/UAV.
- Multiple Saves for various settings

And it also features 4 grass settings (None/Low/Normal/High).

Notes:
Example mission provided

To disable the grass Option 'None' place:
tawvd_disablenone = true;

To set a maximum allowed viewing distance you can put the following in your init.sqf:
tawvd_maxRange = 12000;

Installation:
First drag the taw_vd folder into your mission and then in the description.ext put:
#include "taw_vd\GUI.h"

class CfgFunctions
{
	#include "taw_vd\CfgFunctions.hpp"
};

If CfgFunctions already exists then put #include "taw_vd\CfgFunctions.hpp" in it.

Change log:
v1.6:
Fixed: Save manager was not working (typo that took 4 years to fix PogChamp)
Added: Ground slider now controls both land and sea vehicles.
Added: ACE3 Integration now in scripted version, can be accessed via self interaction menu as View Distance Settings

v1.5:
Changed: Code brought up to current coding techniques & small fixes
Added: Drone slider for changing the view & object settings while operating a UGV/UAV.
Added: Edit Boxes (Something the addon version has had for awhile).
Added: Save Manager for loading and saving various settings variations.

v1.4:
Added: Ability to sync object rendering distance with view distance

v1.3:
Changed: Updated GUI Resources for new patch.

v1.2:
Changed: Updated the script version to be on par with the addon (updated technologies).
Added: Ability to disable the grass option 'None'

v1.1
Fixed: Players that JIP'd in couldn't use the menu.

Download:
View Distance Script v1.6

Hope everyone enjoys :)
This post was edited by Tonic (2019-05-29 15:00, 544 days ago)


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#2 Posted at 2013-03-25 23:00        
     
Thanks for posting the release here :-)
News is up on the frontpage and you can find our mirror here:




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#3 Posted at 2013-03-27 10:19        
     
UPDATE: Version 1.1

Change log:
Fixed: Players that JIP'd in couldn't use the menu.

Download:
Armafiles.info V1.1


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#4 Posted at 2013-03-27 10:57        
     
Thanks for keeping us up to date :-)
New version frontpaged and you can find our updated mirror here:




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#5 Posted at 2013-03-29 20:41        
     
will this get me a battleye ban if I use it on multiplayer?


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#6 Posted at 2013-05-10 18:53        
     
I used this on a friends server and was impressed so I decided to load it into my mission. However, I'm getting a CTD when I'm trying to use it. The error is logged like this...

.Stratis\INS_Revive\taw_vd\dialog.hpp, line 67: .TAWVD_RSCShortcutButton: Member already defined.


Thanks!

EDIT - Actually, now that I look more closely at it, it seems it isn't playing nicely with the INS revive script. I'll see what I can dig around and find.

EDIT 2 - Looks like the TAW VD was already included in the INS_Revive script. So by including it twice, I bonked it up good. I'll head over to the INS thing and re-read it and see if it says the VD is included in it. :/

This post was edited by Spazo (2013-05-10 19:02, ago)

Spazo

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#7 Posted at 2013-08-29 07:30        
     
UPDATE: v1.2

Notes:
The grass option 'None' can be disabled by putting tawvd_disablenone = true; in your init.sqf.
The script version has also been updated to CfgFunctions so no need to put something in your init.sqf to execute it. Just include this in your description.ext

class CfgFunctions
{
	#include "taw_vd\CfgFunctions.hpp"
};

If class CfgFunctions already exists in your description.ext then put #include "taw_vd\CfgFunctions.hpp" in it.

Change log:
Changed: Updated the script version to be on par with the addon (updated technologies).
Added: Ability to disable the grass option 'None'

Download:
TAW View Distance Script v1.2

*For Foxhound*
K I'm done pushing content today hopefully :P


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#8 Posted at 2013-08-29 10:36        
     
Hehe :-)


Thanks for posting the release here mate!
News is up on the frontpage and you can find the updated mirror here:




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#9 Posted at 2014-01-17 10:34        
     
any 1 found a solution for missing settings menu for TAW?

I Hunt The Evil, YOU pretend doesn`t Exist.

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#10 Posted at 2014-01-24 11:15        
     
UPDATE: v1.3

Change log:
Changed: Updated GUI Resources for new patch.

Download:
TAW View Distance Script v1.3


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#11 Posted at 2014-01-24 21:48        
     
hello, i think i found a minor issue with this that effects my frame rate. the game has its own option menu to change the view distance. if these do not match the view settings in TAW my frame rate will either drop or increase.

example;
arma view setting; 12000, TAW view setting 1600 = 20fps
arma view setting; 1600, TAW view setting 1600 = 30fps
arma view setting; 100, TAW view setting 1600 = 40fps

the draw distance stays the same in each of those examples. the problem seems to be that it doesn't change armas resource usage accordingly, which is why there is a difference in frame rate. at least that is my guess. maybe someone can replicate this too. i tested this using fraps, on j-sere recruitment server 1, and standing stationary. i am not sure which version of TAW they are using though.


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#12 Posted at 2014-01-24 22:39        
     
# cjmor1804 : hello, i think i found a minor issue with this that effects my frame rate. the game has its own option menu to change the view distance. if these do not match the view settings in TAW my frame rate will either drop or increase.

example;
arma view setting; 12000, TAW view setting 1600 = 20fps
arma view setting; 1600, TAW view setting 1600 = 30fps
arma view setting; 100, TAW view setting 1600 = 40fps

the draw distance stays the same in each of those examples. the problem seems to be that it doesn't change armas resource usage accordingly, which is why there is a difference in frame rate. at least that is my guess. maybe someone can replicate this too. i tested this using fraps, on j-sere recruitment server 1, and standing stationary. i am not sure which version of TAW they are using though.

The view distance script only changes your view distance. The ARMA object & View settings are not connected to it. The 'Overall' option is meant for singleplayer and the 'Object' is how far you can render trees, buildings, objects. If there is any performance conflict it's not my problem. It is a bug in the engine and needs to be reported to BIS because 'Overall' should not be working in Multi-player at all.


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#13 Posted at 2014-05-09 20:16        
     
Hi,

I just downloaded and installed this script on the newest version of arma 3 and for some reason it doesn't work for me. First I thought it was because I was using the Virtual Ammo Box script as well and it was conflicting with it, but then I deactivated the VAS script and still didn't work... also tried the sample mission included and can't seem to be able to make it work either, it won't show the option in the mouse wheel menu in game.

the description file i'm using is this: (please advice if there is any errors)
OnLoadMission = "Virtual Ammobox System";
respawn = BASE;
respawndelay = 10;
disabledAI = 1;
enableDebugConsole = 2;

#include "taw_vd\dialog.hpp"
#include "VAS\menu.hpp"

class CfgFunctions
{
	#include "taw_vd\CfgFunctions.hpp"
	#include "VAS\cfgfunctions.hpp"
};

Thanks in advance for any help guys!

EDIT:
I have found the problem and I have now have this script working. For those having the same issue the problem is that the script is a MULTIPLAYER ONLY script so you won't be able to see it working in PREVIEW MODE in the editor, you'll have to export your mission to multiplayer missions and try it out in multiplayer mode! Great script, worth having in your mission.

This post was edited by lep1981 (2014-05-09 20:53, ago)


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#14 Posted at 2014-11-17 06:20        
     
UPDATE: v1.4


Change log:
Added: Ability to sync object rendering distance with view distance

Download:
TAW View Distance Script v1.4

Figured I'd just post this because it was already done over a month ago and it is just sitting on my computer. The addon version probably will not be updated due to lack of interest.


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#15 Posted at 2014-11-17 08:36        
     
Thanks for posting the updated release here mate!
News is up on our frontpage and you can find the updated mirror here: