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ThruYerStErNuM

Unscripted War dynamic grass

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sweofp:

My fault, silly problem in the script, don't know why this line of code is there but just remove it:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_objectMultiplier = _objectMultiplier%1

Its right near the top, take it out and it should work

Did that. Nothing yet??

confused_o.gif

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It did work for me with visitor... are you sure your object names are the same as the p3d names? If you know the object ID you can test to make sure the name is the same as the object type by using the command<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

~2

player sidechat format["%1", object NUMBER]

If the returned object doesnt say<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">(NUMBER): uwar_g250kolgujev

then you may have to go back and set it up to have the name uwar_g250kolgujev in wrptool? If it still doesnt work, email me your island and I'll check.

Also remember if you have a lot of objects on your island, you have to wait awhile, maybe even a couple minutes, before they are all checked (I know this discussion has been had before.) Hopefully this will be easier to do quickly in ArmA. (no suggestion intended band.gif )

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Thanks for the update!

/Christer (a.k.a KeyCat)

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yea thanks a lot ThruYerStErNuM !

yet i am little toggled at the moment.

well i am not very much into this stuff, yet i do have some ofp basic understanding ...

(xp 3200+, 512 gig ram, radeon 9800pro)

1. for me it seems that the new grass (not the script) does take a lot more fps - if i do only place a 50 m grass objects. its still fine with fps, but with the 250m is already totally unplayable - my minmum fps setting of ofp (ingame grahic options) is set to 20 -  and that is where it its once i do use the 250m one (with the effects that every other object possible gets the lowest lod possible).  huh.gif

2. is there still a working dynamic version available - where i just have to place the execution in the unit and nothing else required (yea ... with the known sideeffects of grass placement) ?

3. could you plz make more different size like 75 100 150 200 (250) 300 400 500 750 ?

4. well personally i am having difficulties to understand the documentation sometimes (example: Make a mission in the mission editor with triggers or UWAR objects on it - from instructions.txt. from my understanding this is the most important step at all ! ) - well i think it would help a lot to have several screenshots added which show the instructions and also please give more hints to help ppl doing it - its really not easy to get into this in my opinion.

again thanks for your effort mate - please take this as constructive criticism  thumbs-up.gif

well i just really want to have this in my campaigns etc ... please try to make it easier for us icon_rolleyes.gif

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I do appreciate criticism, its the main reason I've gotten past version 1.0 at all.

1 (regarding performance): I do plant to make entirely new and more efficient objects evemtually, but I dont have time now. Be sure your visual quality isnt set high, that makes more of a difference than your frame rate setting with this grass.

I included a density setting. You can change UWAR_AbstSDensity in the init script (either my script or your own init script after a short delay.)

Set it to 0.5, see how it improves performance, and change it until you like your framerate.

2. If you mean you want the original version that generates grass everywhere, you can still get that with the script from

my website. The script works with the grass the same, but for the new colors you would have to replace the grass objects that are created with the new grass object names, so let me know if you need more instructions for that or a new script that makes it easy.

3. I didnt make more sizes just so that the menu wouldnt be clogged up and also because you can make any size you want using the configuration system.

4. If anyone would like my instructions translated to different languages, I'm sure that would be easy to do with the help of this community. Other than that I dont see how to make it much more simple... except let me make an alternate approach here for those who had trouble with the original instructions:

A. Copy the sample mission folder testInterpretation.abel to your flashpoint/users/YourName/missions directory.

B. Open testInterpretation (on malden) in the mission editor.

C. Notice the triggers in the upper right of the mission, the area they cover represents where grass will be placed eventually. Click "Show Textures" to see that they cover where the grass textures should be. All information for what is understood in the triggers is under the "FEATURES" section in the configuration/instructions.txt, and you can copy and paste triggers to make as many as you want.

D. Go back to the flashpoint/users/YourName/missions/testInterpretation.abel directory and copy the mission.sqm file into your instructions directory.

E. Drag the sqm file onto the exe.

Is that more clear? Are there features that arent clear?

I am hoping that once configurations are made for all the islands, mission makers themselves wont need to worry about making the configurations.

Oh also, the biggest 'hint' I can give, that I'm not sure people are aware of, is how easy it is to drag and select multiple objects or triggers, then Ctrl+C to copy them, and then Ctrl+V to paste them all around. Having extra grasses of size 50 joined together and copied over and over doesn't hurt performance compared to using the larger objects.

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The AOSQM2SQS.exe creates mission.sqm.sqs file with 0kb size. Empty file.

I am placed in the mission "uwar_G1000", "uwar_G250", "uwar_G50", "uwar_G10" objects on the map in appropriate placement ranges. I placed "uwar_abstractStaticInit.sqs" in my mission root folder. In the init.sqs i write [] exec "uwar_abstractStaticInit.sqs"

And nothing happens... icon_rolleyes.gif

I have Java 1.5.0.4, UWAR_Gras Addon in Version 1.23.

crazy_o.gif

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So you tried both ways with the latest version and neither works?

1: If "The AOSQM2SQS.exe creates mission.sqm.sqs" of size 0kb, first try deleting the sqs then try again and if that doesnt work email me your sqm file and I'll check to see if there is a bug. If not there must be a problem with your java or exe files.

2: With mission editor placement it sounds like you are doing it all correctly here too.. try the init with

[] exec "\uwar_empty\uwar_abstractStaticInit.sqs" instead? If you aren't using custom configurations from the sqm2sqs code then you should do it this way.

For everyone else: I haven't been working on the grass addon lately, but I have incorporated this script system into my Unscripted War dynamic campaign, so fully dynamic environment tests will soon be possible. I might make more addons by the end of september, like rocks and plants and better grass.

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I'm just wondering,why did you release it as a scripted grass addon instead of a plane model addon?

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I'm just wondering,why did you release it as a scripted grass addon instead of a plane model addon?

You should find answers on page 2 or 3 of this thread

~S~ CD

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So you tried both ways with the latest version and neither works?

1: If "The AOSQM2SQS.exe creates mission.sqm.sqs" of size 0kb, first try deleting the sqs then try again and if that doesnt work email me your sqm file and I'll check to see if there is a bug. If not there must be a problem with your java or exe files.

2: With mission editor placement it sounds like you are doing it all correctly here too.. try the init with

[] exec "\uwar_empty\uwar_abstractStaticInit.sqs" instead? If you aren't using custom configurations from the sqm2sqs code then you should do it this way.

For everyone else: I haven't been working on the grass addon lately, but I have incorporated this script system into my Unscripted War dynamic campaign, so fully dynamic environment tests will soon be possible. I might make more addons by the end of september, like rocks and plants and better grass.

I have a idea. I put the grass objects on separate map and save it. After this i compiled the mission.sqm with the exe tool and merged the gras mission with my mission. I added the code from the "mission.sqm.sqs" file to the "uwar_abstractStatInit.sqs"

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\ALL PRESET OBJECT CONFIGURATIONS\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

;#intro

;(example) the sqm2sqs.exe interpreter will handle what goes here

;_configs = 1

;_config_0 = [["uwar_maldenweedslit1", "uwar_maldenweedslit2"], "grass", [true,100,100], 1.0, 1.0, 1.0]

;_allPositions = _allPositions + [[9550.266602,3664.200439,29.834999, 0], [10004.228516,3995.358154,26.73, 0], [10476.837891,4171.049805,26.73, 0], [9535.631836,4263.001465,32.947498, 0], [9783.617188,4143.893066,27.747385, 0], [9848.125,3865.167236,26.73, 0]]

#noe

_configs = 3

_config_0 = ["uwar_G1000", "", [true, 1000.0, 1000.0, 0], 1.0, 0.1]

_config_1 = ["uwar_G250", "", [true, 250.0, 250.0, 0], 1.0, 0.1]

_config_2 = ["uwar_G50", "", [true, 50.0, 50.0, 0], 1.0, 0.1]

_allPositions = _allPositions + [[4585.793457,8185.55957,122.029396, 0]]

_allPositions = _allPositions + [[5932.58252,9162.770508,103.872421, 1],[5521.714355,9423.12207,144.867065, 1], [5971.45459,7966.589844,159.519821, 1], [6330.998047,8809.097656,284.256256, 1], [5634.172852,8136.938965,228.771835, 1]]

_allPositions = _allPositions + [[5843.661133,8428.237305,92.210052, 2],[5927.435059,8354.72168,86.099625, 2], [5954.789551,8509.444336,84.966209, 2], [5603.45459,8581.251953,140.018799, 2], [5743.647949,8706.912109,98.296524, 2], [5688.937988,8774.444336,118.576035, 2], [5758.179688,8834.282227,101.790733, 2], [5684.664063,8868.475586,128.825043, 2], [5747.066895,8937.716797,113.581062, 2], [5779.550781,8904.378906,101.898705, 2]]

_allPositions = _allPositions + [[5888.11377,8883.006836,106.519417, 2], [5887.259277,8818.040039,113.770424, 2], [5903.500488,8751.363281,113.793968, 2], [5893.242676,8659.897461,102.255409, 2], [5978.492188,8834.237305,156.547516, 2], [5977.774902,8705.662109,142.009262, 2]]

goto "configObtained"

and nothing happened.

After looong 21-40(!wink_o.gif seconds the grass is comming only in the object placement radius. The player starts in "UWAR_1000" object area.

My settings in the "uwar_abstractStaticInig.sqs":

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

;\\\\\\\\\\\\\\\\\\\\\\CUSTOMIZEABLE SETTINGS\\\\\\\\\\\\\\\\\\\\\\\\\\\\

;island extension, specify if preset island objects are desired

_island = "noe"

;default object when no object is specified for interpretation

UWAR_defaultObjectType = "uwar_G50kolgujev"

;the global density multiplier value, just decrease down to 0 or increase to change grass density. it is not linear, so try 10 for denser grass.

UWAR_AbstSDensity = 2

;the viewdistance global variable is required for this system, I dont know why it isnt a built in command?

;increasing this viewdistance variable causes objects to be created sooner but at the cost of performance

viewdistance = 1000

;the trigger that detects anything and covers everything NOT USED

;_allTrig = everything

;multiplier of one assumes 100,000 objects already on island maximum, 2 for 200,000, etc. Not currently used, see "DISABLED FEATURE" below

_objectMultiplier = 2

;All abstract objects to test for, currently defined in a function. the first array in each array has objects to check.

"_checkObjects = _checkObjects + [_x select 0]" foreach (call loadfile "\uwar_empty\uwar_func\AbstractStaticConfig\all.sqf")

And i have very big lags. The wayting time for generating of the gras becomes ever longer in the process.

I hope you can help me to make this building of grass faster - 0-7 seconds maximal.

Sorry for my bad english.

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I dont recommend using the "UWAR_G1000" object, you should use triggers smaller than 200 meters and copy them around, that way it doesnt have to break up the abstract objects and it will generate each one as soon as your system allows. That is the only way to decrease time to create the grass without changing the scripts.

Change

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">UWAR_AbstSDensity = 2 to <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">UWAR_AbstSDensity = 0.5 to reduce lag of the grass objects after they are generated.

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I reduced the placement area of the objects (i don´t use triggers) to 200 meters and using "uwar_G250" object as biggest.

I change desinty settings to 0.5.

But i must even wait over 15-17 seconds bevore the grass comming. Have you another ideas ?

Lags are smaller now.

whistle.gif

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Thruyersternum, I have made missions using your grass for a while now and have been greatly enjoying them. However, yesterday I found out that AI will not engage enemies through the grass, they can see the enemy but refuse to fire. This basically renders the grass useless for me   sad_o.gif . I ran a testmission to see if it was not just something else:

2 groups with 1 group moving towards the other group which is stationary, behind a thick field of editor place grass. In the stationary group leaders init place: {_x setunitpos "down"} foreach (units group this); {_x disableAI "autotarget"} foreach (units group this). You will notice the groups not firing at eachother when there is grass between the units except with grenades. When you move the grassfield out of the way the units will engage normally. With the grasses set to 100% damage the problem reduces a bit but not much.

I really hope you can track down and fix the problem.

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What the hell is it with people reviving old threads? Read back a few pages, I think the FPS issue was covered, if it wasn't, it all depends on your system specs, the higher the better. Crap system = Huge hit on FPS. Reasonable system = a hit, but its still playable. Awesome system = What FPS hit?

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