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10 hours ago, loopdk said:

I will record it..

 

Thanks loopdk , i will add this video here !

 

8 hours ago, jandrews said:

During this script initializing systemchat says normal color correction is disabled in top right corner.  Is this telling me the color correction is not running? If so why.

 

Have you reedit the GF_AEW_init.sqf  ?

 

it should be :

"Cold Tone theme"

GF_ColorCorrections 					= 11; 		//	Select 	ColorCorrections 	

Except if you have add the mission_parameters.hpp so the default should be 1 "Realistic Color Correction theme"

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9 minutes ago, GEORGE FLOROS GR said:

 

Thanks i will add this video here !

 

 

Have you reedit the GF_AEW_init.sqf  ?

 

it should be :

"Cold Tone theme"


GF_ColorCorrections 					= 11; 		//	Select 	ColorCorrections 	

Except if you have add the mission_parameters.hpp so the default should be 1 "Realistic Color Correction theme"

 

No I changed it to another 

 

GF_ColorCorrections                     = 2;         //    Select     ColorCorrections     

It actually states realistic color correction disabled.

 

I also have another question related to crashsites and cargo drops. They worked fine until i // all systemchat , how they do not work. 

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4 hours ago, LSValmont said:

I wanted this winter weather scripts to happen only for a certain time

 

Thank you very much LSValmont !

 

This is possible for the snow effect if you change the weather , because it's based on forecast.

So you can forceWeatherChange.

https://community.bistudio.com/wiki/forceWeatherChange

 

There is already inside the GF_Weather script

//    To change the weather dynamic , uncomment
//    forceweatherchange;

But you can also reedit the GF_AEW_Snow.sqf and change true to a global variable : GF_AEW_Snow_Enabled

 

while {GF_AEW_Snow_Enabled} do {     

So you will manage when it will work.

 

 

 

3 hours ago, DieselJC said:

Really love this script..been using it on Winter 2035 as well as Chernaurus Winter and Thirsk Winter...really adds to the ambience. I didnt notice a huge Framerate drop and I dont have a big rig.

 

Thank you DieselJC !

That's good news !

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9 minutes ago, jandrews said:

No I changed it to another 

 


GF_ColorCorrections                     = 2;         //    Select     ColorCorrections     

It actually states realistic color correction disabled.

 

 

The second selection should be :

case 2: {
//    Post Apocalyptic theme

hint"Post Apocalyptic Color Correction theme selected";

 

I have forgot to correct the case 0 line that says hint"Realistic Color Correction Disabled"; to Color Correction Disabled ,

but so else this is when you select 0.

 

 

For the crash sites and cargo drop scripts i will ask you first if you are using a proper program for editing with syntax highlighting sqf , because it's not that much to comment ( // )  these chats , you shouldn't have errors this easy , so a program like notepad ++  would be usefull.

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26 minutes ago, GEORGE FLOROS GR said:

For the crash sites and cargo drop scripts i will ask you first if you are using a proper program for editing with syntax highlighting sqf , because it's not that much to comment ( // )  these chats , you shouldn't have errors this easy , so a program like notepad ++  would be usefull.

 

So i too use c++ to edit. I find it weird that // out systemchat would stop the script. I also added some lines but dont think it would break it.  Oh i also got the color correction working. nice.

 

if (_5_GF_Recon_Teams_Cargo) then {

//    systemchat "_5_GF_Recon_Teams_Cargo";

GF_MOVE_TO_Cargo_position = _Cargo getRelPos [0, 12];
//    define your Group 
#define GF_Recon_Group_Cargo "I_G_Soldier_SL_F", "I_G_Soldier_TL_F", "I_G_Soldier_M_F","I_G_medic_F","I_G_Soldier_AR_F"  < -- here
        
GF_Recon_Teams_Cargo = createGroup independent;
//    Spawn the group 2000 meters from the drop
GF_Recon_Teams_Cargo_randomPos = [[[GF_MOVE_TO_Cargo_position, (200)],[]],["water","out"]] call BIS_fnc_randomPos;
GF_Recon_Teams_Cargo = [GF_Recon_Teams_Cargo_randomPos, independent,[GF_Recon_Group_Cargo]] call BIS_fnc_spawnGroup;
//GF_Recon_Teams_Cargo setCombatMode "RED"; <-- here
[GF_Recon_Group_Cargo, GF_MOVE_TO_Cargo_position, 25] call BIS_fnc_taskPatrol;    <----- Here and below.
 
{
   if(side _x == independent) then
   {
    _x unassignItem "NVGoggles";
    _x removeItem "NVGoggles";
    _x RemovePrimaryWeaponItem "acc_pointer_IR";
    _x addPrimaryWeaponItem "acc_flashlight";
    _x enableGunLights "forceon";
   };


} foreach (allUnits);

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3 minutes ago, jandrews said:

} foreach (allUnits);

 

}foreach allunits;

 

and now is it ok ?

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5 minutes ago, GEORGE FLOROS GR said:

 

}foreach allunits;

 

and now is it ok ?

I'll try it

 

Another question. Can I // out all vehicle radio chatter notices when its activated?

_custom_radio_chatter notice?

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On 3/11/2018 at 1:45 AM, jandrews said:

Another question. Can I // out all vehicle radio chatter notices when its activated?

_custom_radio_chatter notice?

 

Yes off course , but write what you want in the correct topic , in order for everyone , to get benefit from this answer as well.

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im getting this when i run the script without editing- 

 

Error Undefined variable in expression: gf_fog_type_3_particle
14:02:34 File C:\Users\xxx\Documents\Arma 3 - Other Profiles\Warhammer\missions\+GF_Ambient_Environment_Winter_Script.Stratis\GF_Fog\GF_Fog.sqf, line 62

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4 minutes ago, WarhammerZeus said:

Error Undefined variable in expression: gf_fog_type_3_particle

 

Thanks WarhammerZeus i will check this !

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Hey George,  how do i use the scripts for just the GF_AEW_Snow.sqf and the GF_Breath.sqf in my mission without including all the other scripts, files ect,.

too because my mission already has a ton of scripts and folders and i dont want to add to the size?

 

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43 minutes ago, Gunter Severloh said:

how do i use the scripts

 

 

Hello there Gunter !

 

Feel free to add only what you want from the script.

 

For the snow you can keep the folder :

GF_Ambient_Environment_Winter\GF_AEW_Snow\GF_AEW_Snow.sqf

 

and add in your initPlayerlocal  :

[] execVM "GF_Ambient_Environment_Winter\GF_AEW_Snow\GF_AEW_Snow.sqf";

 

and you can also do the same for the breath script

 

and you can also find the script here :

this should be in the initserver but generally since your mission is for SP , you can just add the in the init.sqf

 

I'll be here for anything else that you might need !

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20 hours ago, GEORGE FLOROS GR said:

and add in your initPlayerlocal  :

[] execVM "GF_Ambient_Environment_Winter\GF_AEW_Snow\GF_AEW_Snow.sqf"; 

Did that but it dont snow, the breath works np, but no snow, maybe you can see what the issue is,

i get a system chat error message onscreen apon loading of the mission.

heres my test mission:  https://www.dropbox.com/s/rq8ih0emrbu4po2/Winter test mission.zip?dl=0

 

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Hey George thanks again for your script, the issue i ran into in my previous post was 2 errors , Rydygier helped me sort it out, this is what he said:

Quote

1: initialization inside initPlayerLocal.sqf generated two script errors. One due to the fact, in this way of initialization was omitted two variables definition:

 

GF_AEW_Systemchat_info                    = false;        //    Show Systemchat information
GF_AEW_hintsilent_info                    = false;        //    Show hint information

(added these lines) while to remove second, I needed type in same line for snow script execVM again.

So it would be third time with this weird symbols coding issue, or I don't know. My advice: Do not paste directly code snippets from BI Forums into sqf files.

So aside that copying and pasting code from the forums here into sqf, the game dont seem to want to read it, got to type it in, had this same issue with something

with Ragnarok this past week as Rydygier and myself were finding out.

Anyways script is working now, and snowing, and breath fog script working as it should in my test mission, now to implement it into my real mission 😉

thanks again!

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8 minutes ago, Gunter Severloh said:

pasting code from the forums

 

It's true this and i'm using the notepad ++ with the highliting and it detects error like that.

I noticed that you didn't remove the ambient sounds in the test mission .

You can just add the certain file with the folder and skip the main init and delete all the others , just if so , then you will need to delete the notification variables above , inside the snow script.

If you want any help , i'm here !

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Ya i use notepad ++ myself but i might have some options not on.

But thanks, ya i updated the mission, its mainly just for testing for the real mission of course, but thanks for the tips.

A suggestion tho for the snow aspect is to add something so that if and when the player is inside a house or building, that the snow doesn't come through the building.

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8 minutes ago, Gunter Severloh said:

inside a house

 

It shouldn't snow , inside buildings, might be a certain building ?

You can test it also in the mission example.

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15 minutes ago, Gunter Severloh said:

notepad ++ myself but i might have some options not on

On 10/30/2018 at 3:48 AM, GEORGE FLOROS GR said:

use the extra pluggins
(this way will be better , it will give also some certain colors to be able to detect ex. problems )
http://www.armaholic.com/page.php?id=8680

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8 minutes ago, GEORGE FLOROS GR said:

It shouldn't snow , inside buildings, might be a certain building ?

Ya IFA3 villa house classname for it is:     Land_LIB_HQ

There some way to add it to the snow code where it prevents the snow from going through the house in my mission?

im referring to a Ragnarok'44 demo mission i put together for testing, and using as a template for future winter missions.

 

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5 minutes ago, Gunter Severloh said:

IFA3 villa house

 

The only thing that probably can be done ,  is to pause the script , while the player is inside this house.

Maybe the easiest way should be with a trigger in the 3d editor.

Is this house spawned during the game ?

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Is it working with the other houses ?

If yes , if you change the certain ,with an other ?

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If I may, I tested this a bit on standard Stratis building, noted two things:

 

1. Wind factor (snowflakes can be carried inside the building by the wind (diagonal falling - generated out of building boundries) - at least tricky to reduce and rather impossible to prevent completely);

 

2. Without the wind mostly works, but especially in the corners some scarce snowflakes may appear. 

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It would be good to optimize this script , but to be honest , at the time , i 'm working with some other stuff.

I'll try though to check it , but most of the times i'm messing with a lot of stuff at the same time , so the priority is always change , until i forgot about it.

 

I will try in the near future to check it.

If in any case there is anyone who can help , it would be also good !

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