RCA3 592 Posted January 11, 2020 On 1/9/2020 at 8:19 PM, LSValmont said: Any particular reason you removed TPW's script in favor of George's exclusivity? Or it would benefit to use all of them? Just to clarify this, TPW's is defining viewDistance according to FPS, current optics and flying or ground. George's is defining viewDistance according to optics plus setObjectViewDistance (which TPW's is missing). In addition George presents a few more tricks which can be combined with TPW's script as long as you remove/comment out the eachFrame eventHandler from George's. Those tricks being: enableEnvironment [false, true]; setTerrainGrid 40; setShadowDistance 0; setDetailMapBlendPars [0,0]; object enableSimulation false: object hideobject true; (this hides world objects randomly and probably the most FPS affecting of all (besides viewDistance itself), you can adjust the _filter variable up to 10 if you don't want to hide any or down to 1 for hiding more). Furthermore: setDetailMapBlendPars (FPS benchmark with this command only) [?,?] Default Frames: 2072 - Time: 60000ms - Avg: 34.533 - Min: 25 - Max: 47 (run#1) Frames: 2248 - Time: 60000ms - Avg: 37.467 - Min: 26 - Max: 52 (run#2) [0,0] Frames: 2124 - Time: 60000ms - Avg: 35.400 - Min: 25 - Max: 50 (run#1) Frames: 2253 - Time: 60000ms - Avg: 37.550 - Min: 26 - Max: 50 (run#2) [20-50] Frames: 2141 - Time: 60000ms - Avg: 35.683 - Min: 25 - Max: 50 (run#1) Frames: 2249 - Time: 60000ms - Avg: 37.483 - Min: 28 - Max: 51 (run#2) setTerrainGrid May cause floating rocks, trees, bushes at distance if set to high. 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted January 11, 2020 12 hours ago, MikeyBStard said: @George Apologies if this has been asked before and I missed it.... I'm playing around with the Random Missions script (awesome work BTW) but with the changes to WaitUntil I keep seeing issues with the waitUntil Hello there MikeyBStard ! This issue came up with the latest change of the waituntil syntax and unfortunately , i need to update and change the most of my scripts actually ! I don't know if i will be able to check and correct them , so just to be honest i don't have any idea if i will do anything about it. Probably i will try about it in the near future , but not for right now. Thank you very much also for your kind words ! Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted January 11, 2020 12 hours ago, AirShark said: the sceneComplexity is related to the object detail setting in the video options, so you can change it from there if you want = ) Thank you very much AirShark ! But is it just related or it is changing according ? - my default value was the exact same as in the video 400000 Share this post Link to post Share on other sites
zukov 490 Posted January 13, 2020 @GEORGE FLOROS GR i looked into your "holster script" is possible transform it in a emote animations like in DAYZ? I mean the keyboard buttons from f1 to f11 (maybe a script to set the keyboard heheheheh) f1 tactical point (important) f2 "i'm here" f3 "cease fire" f11 (dance? face palm?) and so on, gives a lot of immersion in PVP . there are a lot animations for it (tactical gestures seem duplicated in apex expansion is not clear) obviously need to see the animations on all state (prone, etc) 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted January 14, 2020 (edited) 5 hours ago, zukov said: animations like in DAYZ? Hello there zukov ! It's already something like this here ! I really miss all the Dayz animations in arma ! I was always curious to be honest , why there are not included. and ACE 3 Extension (Gestures) by KokaKolaA3. https://steamcommunity.com/sharedfiles/filedetails/?id=1355481562 It's a very nice idea to be honest , i'll try to check it, in the meantime you can add the animations that you like for me in orer to check it and i'll see what i can do. Edited January 14, 2020 by GEORGE FLOROS GR Share this post Link to post Share on other sites
zukov 490 Posted January 14, 2020 7 hours ago, GEORGE FLOROS GR said: I was always curious to be honest , why there are not included. are almost all in game . I know THS but i think more personal animations than military that to add some gameplay mechanics from dayz to arma3 , intersting thingh in THS is the switch on/ off for the keyboard 1 Share this post Link to post Share on other sites
baton1990 30 Posted January 14, 2020 On 8/6/2019 at 3:23 AM, GEORGE FLOROS GR said: Here is a update of this script : included some more spawn types , infantry , land vehicle and helicopter. Once i'll have time i'll try to finish it and probably if it's possible this will be part of the new code for the population spawners. Thanks you very much and have fun ! Hellow George, can you reupload this script +GF_Zone_Spawner.Stratis.zip? Thanks. 1 Share this post Link to post Share on other sites
zukov 490 Posted January 14, 2020 Acts_PercMstpSlowWrflDnon_handup2 (i'm here standing up, there are six version ) i guess that work good like military salute, if you stay prone go stand up and after make the animation GestureHi (hello!) a bit shy...... HandSignalPoint (point work good with weapons without GL or vertical grip seems made for CTRG tanoa spar weapons but is quite good) GesturePointStand and gesturePoint seem the same animations but don't work on viewer GestureNo (No) GestureYes (yes) GestureCeaseFire (cease fire) Acts_MadMetalDancing (😁) there are a lot gestures animations (tactical) but some are with rigth arm some with pistols and another prone is not so clear, VTS gesture put some animations with left arm maybe are the animation that don't work for some reason with animation viewer from polpox 1 Share this post Link to post Share on other sites
AirShark 147 Posted January 14, 2020 On 1/12/2020 at 12:20 AM, GEORGE FLOROS GR said: But is it just related or it is changing according ? if you change the scene complexity's, value it will change the video setting in the options as well and vice versa . iirc, this is how it was back in arma 2 but not sure if it is the same as in arma 3 very low 100000 low 200000 normal 300000 high 400000 Very High 500000 Quote my default value was the exact same as in the video 400000 if you are referring to the slider in the video options, that is not object detail, but object distance, the minimum distance when they start to appear, object detail setting is under the texture quality setting on the left panel 😉 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted January 14, 2020 13 hours ago, baton1990 said: Hello George, can you reupload this script +GF_Zone_Spawner.Stratis.zip? Thanks. Here it is @Baton ! +GF_Zone_Spawner.Stratis.zip File created: 2020-01-14 10:40:39 PM | File expires in: 29 days 21:59:21 | File Size: 19.7 KB | https://ufile.io/ae7k7uzz 1 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted January 15, 2020 13 hours ago, zukov said: Acts_MadMetalDancing (😁) Here is something basic that i did a little hasty ! initplayerlocal.sqf // https://community.bistudio.com/wiki/DIK_KeyCodes GF_Holster_key = 0x06; // key 5 GF_gestureHi_key = 0x3B; // key DIK_F1 GF_gestureYes = 0x3C; // key DIK_F2 GF_gestureNo = 0x3D; // key DIK_F3 GF_gestureFollow = 0x3E; // key DIK_F4 GF_gestureCeaseFire = 0x3F; // key DIK_F5 GF_gestureFreeze = 0x40; // key DIK_F6 GF_gestureGo = 0x41; // key DIK_F7 GF_gestureAdvance = 0x42; // key DIK_F8 GF_gestureUp = 0x43; // key DIK_F9 GF_gestureCover = 0x44; // key DIK_F10 GF_gestures = { // keyDown params ["_displayorcontrol", "_key", "_shift", "_ctrl", "_alt"]; _handled = false; if(!alive player) exitWith {_handled}; //________________ GF_Holster_key ________________ if(_key isEqualto GF_Holster_key)then{ if(currentWeapon player != "")then{ GF_currentWeapon = currentWeapon player; player action["switchWeapon", player, player, -1]; }else{ if(!(isNil "GF_currentWeapon"))then{ player selectWeapon GF_currentWeapon; }; }; systemchat"GF_Holster_key"; }; //________________ GF_gestureHi_key ________________ if(_key isEqualto GF_gestureHi_key)then{ player playAction "gestureHi"; systemchat"gestureHi"; }; //________________ GF_gestureYes ________________ if(_key isEqualto GF_gestureYes)then{ player playAction "gestureYes"; systemchat"gestureYes"; }; //________________ GF_gestureNo ________________ if(_key isEqualto GF_gestureNo)then{ player playAction "gestureNo"; systemchat"gestureNo"; }; //________________ GF_gestureFollow ________________ if(_key isEqualto GF_gestureFollow)then{ player playAction "gestureFollow"; systemchat"gestureFollow"; }; //________________ GF_gestureCeaseFire ________________ if(_key isEqualto GF_gestureCeaseFire)then{ player playAction "gestureCeaseFire"; systemchat"gestureCeaseFire"; }; //________________ GF_gestureFreeze ________________ if(_key isEqualto GF_gestureFreeze)then{ player playAction "gestureFreeze"; systemchat"gestureFreeze"; }; //________________ GF_gestureGo ________________ if(_key isEqualto GF_gestureGo)then{ player playAction "gestureGo"; systemchat"gestureGo"; }; //________________ GF_gestureAdvance ________________ if(_key isEqualto GF_gestureAdvance)then{ player playAction "gestureAdvance"; systemchat"gestureAdvance"; }; //________________ GF_gestureUp ________________ if(_key isEqualto GF_gestureUp)then{ player playAction "gestureUp"; systemchat"gestureUp"; }; //________________ GF_gestureCover ________________ if(_key isEqualto GF_gestureCover)then{ player playAction "gestureCover"; systemchat"gestureCover"; }; _handled; }; []spawn{ (findDisplay 46) displayAddEventHandler ["KeyDown", "_this call GF_gestures"]; }; 2 Share this post Link to post Share on other sites
zukov 490 Posted January 15, 2020 THANKS A LOT GEORGE! This changes dramatically the multiplayer aspect of ARMA 3! No mods required! With some "addaction" we'll have a better interactivity! No more "user mission" but the player in game creates a mission. Now i have to think how to work the persistent database feature and the building features for each player, call 112, random spawn etc etc 1 Share this post Link to post Share on other sites
zukov 490 Posted January 18, 2020 @GEORGE FLOROS GR i tried to implement the initplayerlocal.sqf to a mission but my skill are very bad, is possible to have a demo mission like other scripts? i want to learn how to implement this animations. Thank in advance anyway😀 i want to try gesturePoint and Acts_PercMstpSlowWrflDnon_handup2 instead yes or no, more usefuls for a gameplay in my mind 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted January 18, 2020 2 hours ago, zukov said: @GEORGE FLOROS GR i tried to implement the initplayerlocal.sqf to a mission Have you got an initplayerlocal.sqf in your mission file ? if not create one and just add the above code and try to change also the animation. If you can't i'll upload an example mission. Share this post Link to post Share on other sites
zukov 490 Posted January 19, 2020 @GEORGE FLOROS GR please make a demo mission, i simply don't understand some syntax 😀 i have to learn more about sqf phronk had a good idea, has given the animation "HandSignalPoint" to tactical pinging "shift +T" very useful and immersive without touch any key 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted January 21, 2020 On 1/19/2020 at 12:56 PM, zukov said: @GEORGE FLOROS GR please make a demo mission #GF_gestures_TEST.VR.zip File created: 2020-01-21 09:31:35 PM | File expires in: 29 days 21:58:42 | File Size: 5.2 KB | 1 Share this post Link to post Share on other sites
zukov 490 Posted January 21, 2020 1 hour ago, GEORGE FLOROS GR said: #GF_gestures_TEST.VR.zip File created: 2020-01-21 09:31:35 PM | File expires in: 29 days 21:58:42 | File Size: 5.2 KB | thank George! afters some tests the old one works but just with the sample combat patrol mission (in samples) and only in editor and not in MP server. the "Hi" work very well even without a weapons "yes" and "no" are a bit strange in 1° person. all animation with the ACTS prefix seem don't work on player, now I take a look with Hand signals in Apex seem a bit better 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted February 24, 2020 Hello there to everyone ! Here is an update of the ranks + draw3d script : +GF_Ranks_Script.VR.zip File created: 2020-02-24 12:56:58 AM | File expires in: 29 days 21:58:40 | File Size: 12.0 KB | Have fun ! 1 Share this post Link to post Share on other sites
chernaruski 338 Posted February 24, 2020 Whatsup GF ? Question about the initplayerlocal and gestures... do others in MP actually see your gestures? I mean what is the point of gesturing if its not... Quote initplayerlocal - Executed locally when player joins mission (includes both mission start and JIP). I understand correctly, this will run on only on mission start and locally? 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted February 24, 2020 11 hours ago, chernaruski said: I understand correctly, YES , offcourse you are correct ! that was a big miss ! Thanks , to be honest i didn't even notice ! I'm a little bit busy lately with my life , so arma unfortunately is not in my priorities. This is why i'm not active generally . Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted February 24, 2020 1 minute ago, GEORGE FLOROS GR said: Join Disband addaction , working also with spawned units: Reveal hidden contents //________________ GF_Join_Disband ________________ GF_Join_Disband_Side = playerSide; GF_Join_Disband_Killed = { _unit = _this select 0; if(isMultiplayer)then{ _unit addMPEventHandler ["MPKilled", { params ["_unit", "_killer", "_instigator", "_useEffects"]; removeAllActions _unit; _unit setVariable ["Var_GF_Join_Disband",false]; }]; }else{ _unit addEventHandler ["Killed", { params ["_unit", "_killer", "_instigator", "_useEffects"]; removeAllActions _unit; _unit setVariable ["Var_GF_Join_Disband",false]; }]; }; }; GF_Join_Disband = { _unit = _this select 0; [_unit, [ "<t size=""1.2"" font=""RobotoCondensedBold"" color=""#FF9933"">" + "Join Group", { params ["_target", "_caller", "_actionId", "_arguments"]; private _target = _this select 0; private _caller = _this select 1; private _actionId = _this select 2; [_target] joinSilent _caller; _target setCaptive false; _target enableAI 'MOVE'; [_target, _actionid] remoteExec ["removeAction"]; [_target,[ "<t size=""1.2"" font=""RobotoCondensedBold"" color=""#FF9933"">" + "Disband", { params ["_target", "_caller", "_actionId", "_arguments"]; private _target = _this select 0; private _caller = _this select 1; private _actionId = _this select 2; _Group = createGroup civilian; [_target] joinSilent _Group; _target setCaptive false; _target removeAction _actionId; [_target] call GF_Join_Disband; }, [],1.5,true,true,"","true",8,false,"", "" ]] remoteExec ["addAction"]; },[], 1.5,true,true,"","true",8,false,"","" ]] remoteExec ["addAction"]; }; publicVariable "GF_Join_Disband"; []spawn{ while{true}do{ _allUnits = allUnits select{(side _x) isEqualto GF_Join_Disband_Side}; { if( ((alive _x)) && (player!=_x) && ((side _x) isEqualto GF_Join_Disband_Side) && (!(_x getVariable ["Var_GF_Join_Disband",false])) )then{ [_x]call GF_Join_Disband; [_x]call GF_Join_Disband_Killed; }; _x setVariable ["Var_GF_Join_Disband",true]; {waitUntil {!alive _x}; _x setVariable ["Var_GF_Join_Disband",false]; }; }forEach _allUnits; uisleep 5; }; }; Share this post Link to post Share on other sites
down8 30 Posted March 24, 2020 Thanks for the custom loadout script, has been very useful for the last mission I made. Also learned a lot about scripting customizing it. 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted March 24, 2020 1 hour ago, down8 said: Thanks Thank you very much as well @down8 ! I hope you like it , i have some other scripts for loadouts also , nut i don't know if my scripts generaly are working properly due to the waituntil update. Have fun ! 1 Share this post Link to post Share on other sites
down8 30 Posted March 25, 2020 It worked great. I cut a lot of it because I only wanted it to give the enemy AI a set of different weapons with flashlights for a night only mission. As a programmer I was amazed about your skill and elegance. I'm new to SQF and gave me ideas and knowledge. In my next missions I plan to use another ones. 1 Share this post Link to post Share on other sites
Husker-71 25 Posted March 29, 2020 11 hours ago, GEORGE FLOROS GR said: Hello there @Husker-71 ! I'm fine and i hope that you are good as well ! To be honest i have some scripts made about loadouts and i was trying every time to help generally according the certain occasion. Maybe this script is not that useful for what you are trying to succeed in. So write down what exacly you want to do and i'll try to help you , just since we are talking for a different code let's move our discussion here : ps: quote my post there. Thanks ! Hi George, thanks for your reply. Basically as I outlined in the same way GF Loadout script works I need to assign a particular load out to 3 different NPC classes, defined by the class name of the NPC. GF Loadout script works perfectly, it just needs a way to assign each load out to an NPC by class name all running simultaneously. I need 3 distinct load outs for this game. I will paste my original enquiry here as it has details that may clarify what I am after...cheers! Hi GF hope you are well. been using custom load outs for a while and no doubt it is one of most essential scripts...couldn't make missions without it! I need to assign a load out to a named unit class to represent a poorly equipped civilian and bandit NPC class ("O_HOUSEGUESTS_P2_01"), this makes up the majority of units spawned and for this I use the standard GF_Set_Custom_Loadout.SQF. To represent a much better equipped Military/Police/PMC class I use another load out scheme to another named unit class ("O_HOUSEGUESTS_P3_01"), for this I use the GF_Set_Custom_Loadout_CUP.SQF . The load out cannot be defined by side as this is randomised. The mission is a chaotic environment and I don't want to be able to identify friend or for from their load out. I have followed the instructions and excluded the appropriate units from the appropriate load out but what seems to happen is that only 1 of the named unit class gets a load out. This randomly changes each time it is run. What I cannot do is get both to run simultaneously......so given a different load out from the appropriate Array to each of the named unit class. Can you help? Specifically how do I use this? 3. you can also spawn this for a certain unit : name this unit ex : GF_SCL_1 GF_SCL_1 spawn GF_Set_Custom_Loadout_CUP; Where does it go? This is for spawned units so I cannot put in the init of the unit. I have tried O_HOUSEGUESTS_P2_01 spawn GF_Set_Custom_Loadout_CUP; In the space where it says //________________ 7. Change equipment also to spawned units ________________ But that did not work. Any help is appreciated! 1 Share this post Link to post Share on other sites