Jump to content

drpastah

Member
  • Content Count

    15
  • Joined

  • Last visited

  • Medals

Community Reputation

10 Good

About drpastah

  • Rank
    Private First Class
  1. I think I fixed the problem. It was either these 2 issues. I re-installed the game. I previously set my system memory to 4096 in the launcher, but it was actually set to 409. I set it to 2048 instead using the arrow buttons instead of typing. I'm sure the problem was only allowing it to use 409 MB of RAM.
  2. Hi all, I was playing around with my Arma 3 settings, and I managed to get around 40-60 fps average. But I'm getting problems where randomly I go from 60 FPS to like 3 FPS, and then the level of detail drops to the lowest and everything graphically reloads, like shadows, objects, and players. Then everything goes back to 40-60 FPS. This happens every minute. How can I stop this from happening? Also now my launcher is turning white, but eventually it goes back to normal.
  3. Did you do it in Zeus or in the 2D editor? Because it does not work when I place and name them in the 2D editor and then export the entire mission with MCC.
  4. I'm trying to make missions using MCC but there are some issues with object names. I use the module that lets me add objects, that were placed in the 2D editor, to zeus, then I try using Save All (SQM). However, all the objects in the SQM file lose their object name that I've written for them in the 2D editor, and I have to rename the objects everytime I export a new SQM file. Is this fixable where I don't have the rename the objects each time I use Save All (SQM)? I believe the same happens with an object's init fields that were made in the 2D editor.
  5. And that's not doable by mission alone I read.
  6. How can I set an object to have an inventory? I'm trying to make a closed military box have an inventory. I need this to work in multiplayer.
  7. Also is there a way I can use that for sqs scripts? ---------- Post added at 12:25 ---------- Previous post was at 12:24 ---------- As shown where I'm hovering with my cursor. http://i.imgur.com/FaD4Ymw.png (747 kB)
  8. So you cannot go to the outro where you placed units in the editor? Because that just ends the mission and shows a debriefing GUI, it doesn't take you to an outro.
  9. Thanks, do you know how I can set the mission to an outro?
  10. How do I set my mission to an outro? I notice in the editor there's an outro win and lose. I have cinematic ready via the camera scripting commands but again I cannot set my mission to an outro. Is there a scripting command that sets your mission to an outro where you placed all the units? Also when I'm switching to an outro, how does it work in multiplayer? Do I have to have to copy paste the playable units? Another question I have is how can I set my camera cinematic sqs script to be executed on all the clients?
  11. I've been getting this error when I've been using MCC to export a mission sqm. I pasted from my clipboard into the mission.sqm and when I try loading the file I get this error. The sqm code: version=12; class Mission { addOns[] = {}; addOnsAuto[] = {}; randomSeed = 20907.3; class Intel { resistanceWest=1; resistanceEast=0; startWeather=0.3; startFog=0; startWind=0.3; startWindDir=240.762; startRain=0; startLightnings=0.00321314; startWaves=0.1; startGust=0.21; forecastWeather=0.3; forecastWind=0.3; forecastWaves=0.1; rainForced=1; lightningsForced=1; wavesForced=1; windForced=1; year=2035; month=7; day=6; hour=12; minute=0; startFogDecay=0.0049333; forecastFogDecay=0.0049333; }; class Groups { items= 2; class Item0 { side= "WEST"; class Vehicles { items=2; class Item0 { position[]={2036.67,0.00143242,5579.83}; azimut=84.5289; id=0; side= "WEST"; vehicle="CORX_3CDesert_R"; leader=1; rank=PRIVATE; skill=1; health=1; fuel=1; offsetY=0.0014329; }; class Item1 { position[]={2041.06,0.00144529,5574.21}; azimut=60.3212; id=1; side= "WEST"; vehicle="ACC_Soldier_D"; rank=PRIVATE; skill=0.804478; health=1; fuel=1; offsetY=0.00144529; }; }; }; class Item1 { side= "CIV"; class Vehicles { items=1; class Item0 { position[]={2050.5,0.00122309,5585.5}; azimut=0; id=2; side= "CIV"; vehicle="C_man_1"; leader=1; rank=PRIVATE; skill=0.5; health=1; fuel=1; offsetY=0.00122309; }; }; }; }; class Vehicles { items= 5; class Item0 { position[]={2037.49,0.191715,5588.07}; azimut=226.928; id=3; side= "EMPTY"; vehicle="FxWindGrass2"; skill=0.6; offsetY=0.460296; }; class Item1 { position[]={2034.17,0.567202,5593.18}; azimut=110.177; id=4; side= "EMPTY"; vehicle="FxWindPollen1"; skill=0.6; offsetY=0.466904; }; class Item2 { position[]={2040.5,0.546004,5585.28}; azimut=183.525; id=5; side= "EMPTY"; vehicle="FxWindPollen1"; skill=0.6; offsetY=0.424196; }; class Item3 { position[]={2042.17,0.548075,5588.7}; azimut=86.9155; id=6; side= "EMPTY"; vehicle="FxWindPollen1"; skill=0.6; offsetY=0.47434; }; class Item4 { position[]={2050.64,1.09888,5581.98}; azimut=310.964; id=7; side= "EMPTY"; vehicle="FxWindPollen1"; skill=0.6; offsetY=0.967614; }; }; class Sensors { items= 5; class Item0 { position[]={0,0.28271,0}; a=50; b=50; angle=0; rectangular=0; activationBy="NONE"; timeoutMin=0; timeoutMid=0; timeoutMax=0; type="PRESENT"; age="UNKNOWN"; text=""; expCond="call cba_common_fnc_monitorFrameRender"; expActiv=""; expDesactiv=""; class Effects { }; }; class Item1 { position[]={0,0.25539,0}; a=50; b=50; angle=0; rectangular=0; activationBy="NONE"; timeoutMin=0; timeoutMid=0; timeoutMax=0; type="PRESENT"; age="UNKNOWN"; text=""; expCond="if ((cba_events_keypressed + 10) < time) then { call cba_events_fnc_attach_handler }"; expActiv=""; expDesactiv=""; class Effects { }; }; class Item2 { position[]={0,0.25539,0}; a=50; b=50; angle=0; rectangular=0; activationBy="ANY"; timeoutMin=0; timeoutMid=0; timeoutMax=0; type="PRESENT"; age="UNKNOWN"; text=""; expCond="call acre_sys_sync_fnc_perFrame_monitorFrameRender"; expActiv=""; expDesactiv=""; class Effects { }; }; class Item3 { position[]={0,0.324795,0}; a=50; b=50; angle=0; rectangular=0; activationBy="NONE"; timeoutMin=0; timeoutMid=0; timeoutMax=0; type="PRESENT"; age="UNKNOWN"; text=""; expCond=" { _activated = false; if !([_x] call cse_fnc_checkIEDActivated_IEDS) then { { if ([_x] call cse_fnc_checkIEDActivated_IEDS) exitwith { _activated = true;}; }foreach (_x getvariable ['cse_iedCollection', []]); } else { _activated = true; }; if (_activated) exitwith { CSE_MASTER_IED_COLLECTION deleteAt _foreachIndex; }; false; }count CSE_MASTER_IED_COLLECTION; false;"; expActiv=""; expDesactiv=""; class Effects { }; }; class Item4 { position[]={0,0.202222,0}; a=50; b=50; angle=0; rectangular=0; activationBy="NONE"; timeoutMin=0; timeoutMid=0; timeoutMax=0; type="PRESENT"; age="UNKNOWN"; text=""; expCond=" { _activated = false; if ([_X] call cse_fnc_checkPressurePlateActivated_IEDS) then { _activated = true; [_x] call cse_fnc_onIEDActivated_IEDS; }; if (_activated || isNull _x) exitwith { CSE_PLAYER_PLACED_PRESSURE_IEDS_IEDS deleteAt _foreachIndex; }; false; }count CSE_PLAYER_PLACED_PRESSURE_IEDS_IEDS; "; expActiv=""; expDesactiv=""; class Effects { }; }; }; }; class Intro { addOns[] = {}; addOnsAuto[] = {}; randomSeed = 20907.3; class Intel {}; }; class OutroWin { addOns[] = {}; addOnsAuto[] = {}; randomSeed = 20907.3; class Intel {}; }; class OutroLoose { addOns[] = {}; addOnsAuto[] = {}; randomSeed = 20907.3; class Intel {}; };
  12. I'm looking to make scripts that are just global for all missions.
  13. drpastah

    ASR AI Skills

    How can you set civilians to wander around? Also can you set them to patrol? BIS_fnc_taskPatrol doesn't seem to work and I was told that this addon breaks BIS_fnc_taskPatrol. _civs = ["C_man_1_1_F", "C_man_polo_1_F_euro", "C_man_polo_2_F_euro", "C_man_polo_5_F", "C_man_p_fugitive_F", "C_man_w_worker_F"]; for "_i" from 1 to 100 do { _randomIndex = _civs select floor random count _civs; _r = createAgent [_randomIndex, getMarkerPos "civcenter", [], 10, "NONE"]; [group _r, getPos _r, 1000] call bis_fnc_taskPatrol };
  14. I can't make a thread so I'm wondering how do I make an addon? Does it have to be a .pbo?
×