Woodpeckersam 18 Posted April 2, 2013 (edited) Hey hows it going? I have been struggling at this one for a little while. I have found a script that was used in ArmA 2, not sure where though, but the person who wrote the scripts and those who tested it out said that it worked. In ArmA 3 though, nothing happens. No errors too. I did change it a little, and I found the classname for the Clutter Cutter on the Six Configs Library. Does anyone know how to get this to work? [color="#40E0D0"]_trig[/color] = _this select 0; [color="#40E0D0"]_xpos[/color] = _this select 1; [color="#40E0D0"]_ypos[/color] = [color="#40E0D0"]_this[/color] select 2; [color="#40E0D0"]_start[/color] = getpos [color="#40E0D0"]_trig[/color]; waitUntil {not(isNil [color="#008000"]"BIS_fnc_init"[/color])}; for [color="#008000"]"_i"[/color] from 0 to [color="#40E0D0"]_xpos[/color] step 10 do { for [color="#008000"]"_i"[/color] from 0 to [color="#40E0D0"]_ypos[/color] step 10 do { [color="#40E0D0"]_newpos[/color] = [([color="#40E0D0"]_start[/color] select 0) +[color="#40E0D0"]_i[/color],([color="#40E0D0"]_start[/color] select 1)+[color="#40E0D0"]_i[/color],0]; if ( [[color="#40E0D0"]_trig[/color], [color="#40E0D0"]_newpos[/color]] call BIS_fnc_inTrigger) then { nil = createVehicle [[color="#008000"]"Land_ClutterCutter_large_F"[/color],[color="#40E0D0"]_newpos[/color],[], 0, [color="#008000"]"can_collide"[/color]]; }; }; Edited April 2, 2013 by ArmASalt3 Share this post Link to post Share on other sites
f2k sel 164 Posted April 2, 2013 look like your missing a }; at the end. Share this post Link to post Share on other sites
Woodpeckersam 18 Posted April 3, 2013 Ah I found the original script, and it was yourself who made it F2k lol. Well I still cant seem to get it to work though :/ Does not do a thing... maybe I do need an object... *refers to your old script* cheers man. Share this post Link to post Share on other sites
f2k sel 164 Posted April 3, 2013 I'll take a look tonight. Share this post Link to post Share on other sites
f2k sel 164 Posted April 3, 2013 (edited) It wasn't far off the problem was that you were comparing the trigger pos and cutter pos and because the they are exactly the same it caused the function to fail as it can't compare two exact same locations. The fix is to offset the cutter a touch (1-10) rather than (0-10). However doing it your way it will only remove grass from the top right of the trigger area. _trig = _this select 0; _xpos = _this select 1; _ypos = _this select 2; _start = getpos _trig; waitUntil {not(isNil "BIS_fnc_init")}; for "_x" from 1 to _xpos step 4 do { for "_i" from 1 to _ypos step 4 do { _newpos = [(_start select 0) +_x,(_start select 1)+_i,0]; if ( [_trig, _newpos] call BIS_fnc_inTrigger) then { null = createVehicle ["Land_ClutterCutter_large_F",_newpos,[], 0, "can_collide"]; }; }; }; One other thing the large cutter is now much smaller, medium is tiny and small seems to do nothing (check it is doing a little bit). It may be better to use an invisible heli pad. Edited April 3, 2013 by F2k Sel Share this post Link to post Share on other sites
AM1NE 0 Posted December 28, 2015 hey guys, can you please explain all this step by step i need it for arma 3 template, i will be grateful Share this post Link to post Share on other sites
f2k sel 164 Posted December 28, 2015 There's an issue in A3 which make it extremely in efficient. The size of the grass cutters are much smaller in A3 so you need to create many more which it time consuming for the CPU. If you want odd sizes just make sure you make the numbers larger. I also fixed another error that seems to have crept in. To use the script just place a trigger over the area you wish to flatten, it can be square or circular and for example set it's size to 50/50 in the trigger condition change this to true In the on act put null=[thistrigger,50,50] execvm "cutter.sqf" //null=[thistrigger,50,50] execvm "cutter.sqf" _trig = _this select 0; _xpos = _this select 1; _ypos = _this select 2; _start = getpos _trig; waitUntil {not(isNil "BIS_fnc_init")}; // waits until functions are ready for "_x" from -_xpos to _xpos step 4 do { for "_i" from -_ypos to _ypos step 4 do { _newpos = [(_start select 0) +_x,(_start select 1)+_i,0]; if ( [_trig, _newpos] call BIS_fnc_inTrigger) then { null = createVehicle ["Land_ClutterCutter_large_F",_newpos,[],0,"can_collide"]; // creates the grass cutter }; }; }; That's about it really I'm sure someone could come up with something better. 1 1 Share this post Link to post Share on other sites
AM1NE 0 Posted December 29, 2015 thx for your help it was helpful, i find an other trick for a bigger area, when i was making a template for friendly server, i put a big object (pier concrete) i put in its init this enableSimulation false; this allowDamage false; this setpos [(getpos this select 0), (getpos this select 1), -5]; this setVectorUp [0,0,1]; the object spawned under the terrain line and all the grass on that area totally removed. Share this post Link to post Share on other sites
f2k sel 164 Posted December 29, 2015 Interesting, does that impact on overall performance though. At one point objects drawn underground had a nasty effect on FPS but it may have been fixed at some point. Share this post Link to post Share on other sites
AM1NE 0 Posted December 29, 2015 Interesting, does that impact on overall performance though. At one point objects drawn underground had a nasty effect on FPS but it may have been fixed at some point. i have to test it in server side and i will make you know. Share this post Link to post Share on other sites