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Author Topic: Terrain detail "High" in MP games?  (Read 1708 times)

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cliff

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Terrain detail "High" in MP games?
« on: 12 Oct 2003, 20:09:47 »
The viewdistance can be changed in MP for all players, but what about terrain detail?

IÂ'd like to play on "high" setting, but I donÂ't know of any way to change this setting in the editor.

Playing MP in broken terrain like that would be really great.

Offline CrashDome

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Re:Terrain detail "High" in MP games?
« Reply #1 on: 13 Oct 2003, 06:38:52 »
I am not sure this is possible.

Also, wouldn't this cause those that cannot run "High" detail unable to play your mission?

Until recently, I could not run "High" detail effectively. I would be very angry if I loaded a mission and my computer came to a screeching halt.

cliff

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Re:Terrain detail "High" in MP games?
« Reply #2 on: 14 Oct 2003, 22:46:10 »
Well, I would of course use a script to measure your computers performance to see if it could handle high detail, just like the viewdistance-script by Daddldiddl. The game would then use the settings that suited the least powerful machine in the MP game.

However, BAS seems to have found out a way to solve all of this in their Tonal-tango addon.
I remember reading something about custom terrain detail in the readme of that pack, and that you could change it in MP too.

Anyone know anything more about this?

Offline Killswitch

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  • Peace, cheese and ArmA
Re:Terrain detail "High" in MP games?
« Reply #3 on: 14 Oct 2003, 23:40:27 »
Use the scripting command setTerrainGrid gridsize where gridsize is one of 50, 25, 12.5, 6.25 or 3.125

Example:

Normal terrain detail
Code: [Select]
setTerrainGrid 12.5
Very low
Code: [Select]
setTerrainGrid 50

So "High" detail would be setTerrainGrid 6.25


cliff

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Re:Terrain detail "High" in MP games?
« Reply #4 on: 15 Oct 2003, 18:10:00 »
Ah. And then you put whatever value you want into a publicvariable and send it to the clients?
Excellent.
Thanks.

Rysumm

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Re:Terrain detail "High" in MP games?
« Reply #5 on: 04 Jun 2004, 06:31:28 »
Huh? could someone help a newbie with this. Can I place a command in a trigger to do this with terrain? Also I need a command or script to help change the view distance in mp.

Thanx

Offline Killswitch

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Re:Terrain detail "High" in MP games?
« Reply #6 on: 07 Jun 2004, 15:37:49 »
Quote
Ah. And then you put whatever value you want into a publicvariable and send it to the clients?
Excellent.
Thanks.
No. You don't have to mess with pV:s and whatnot. What you need to do is make sure that the setTerrainGrid and setViewDistance commands are run on all machines. How do you do that? Why, its quite easy and there are several ways to do it. The init.sqs file of a mission is a good place to put things since the init.sqs script is run on mission start on all machines, both clients and servers.

What is being run on all machines then?
  • All init lines of editor-placed units, objects and game logics.
  • The "On Activation" and "On Deactivation" parts of triggers and waypoints at some point or another.
  • The init.sqs in the mission (placed "beside" the mission.sqm in the mission's root folder).
Quote
Huh? could someone help a newbie with this. Can I place a command in a trigger to do this with terrain? Also I need a command or script to help change the view distance in mp.
You can use the setViewDistance xxxx and setTerrainGrid nnn in a trigger, in a units init line, in a game logic's init line or in a init.sqs script where one usually place these things.

I suggest doing it in a/the init.sqs file. Easy to edit, easy to find.

Code: [Select]
;
; example init.sqs that sets terrain detail to "high" and the view distance to 1500 m.
;

setTerrainGrid 6.25
setViewDistance 1500

Tada. Easy.

PS. If you don't know what the mission init.sqs file is or where to find/put it, it's time to browse a few of the excellent tutorials on basic mission editing here on OFPEC.
« Last Edit: 07 Jun 2004, 15:43:43 by Killswitch »