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Grester

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Everything posted by Grester

  1. If you're looking for those names to be diferent in mission lobby, nope there's no way for that. Ingame however there's plenty ways to change that such as the dynamic group script that allows you to change team name or for example shacktac user interface also allows for that.
  2. Grester

    eden editor bug

  3. I understand is not recommended to do this, but I have a portion of a mod that I wanted to add to the mission folder so that the players didn't had to download or subscribe the mod in before hand. I've managed to do this with a script based mod in which I included the cfgFunction of the mod in the description.ext (mimicking the config.cpp of the mod) and it worked. However I tried doing the same for a piece of clothing but I'm not having the same success. It doesn't appear in Arsenal so I tried to bypass it by using a "addItemCargo" to add the item to a object inventory but it's not working either. Using debug menu doesnt work either. It's not issuing any errors but it appears to be something that isn't prone to show runtime errors anyway (for example mistyping a classname it doesn't complain). The description.ext has a overload of cfgWeapons so that it includes the .hpp with the clothes scripting, alongside a overload of CfgPatches and CfgMods just in case. The mod loaded normally standalone through launcher works so it's definitively the implementation in the mission system. Any idea on what I could be missing?
  4. Grester

    Hostage rescue script

    Late response but might be useful for someone else. You either didn't use this in a multiplayer scenario or somehow it worked, but from my tests, in a multiplayer situation the "removeAction" command needs to be broadcasted to the other players, otherwise it will only remove for the player that activated the action. For example: [_hostage, _actionid] remoteExec ["removeAction"];
  5. Grester

    3den Enhanced

    To those looking for a AI waves system look in youtube for SpawnAI module. Should work well enough for your needs. Alternative there's a more complex Spawn AI script called DAC. I'd personally prefer to keep 3E as a support editing tool and not a full fledged multi-functional tool/mod. In itself it's already getting too fragile and almost each update that comes out missions break and you need to rebuild them, (sometimes unsuccessfully resulting in needing to remake the mission from scratch.) For someone that works on a mission for a week to play with my community in the weekend only to realize that the friday Arma update just broke the mission, is getting quite annoying (and must admit sometimes I reconsider if going back to Init scripts wasn't a better idea) but I stick around because it does facilitate some basic functionalities that'd be otherwise tiresome to implement. This is something that I don't know if could be improved in terms of compatibility and stability in between updates.
  6. Grester

    3den Enhanced

    R3vo I should have asked this before the update since you've "readded" the spawn gear but here's another catch. On 1.6 you removed the vehicles color atribute because BIS added virtual garage to editor. And that's fine I'm all vanilla instead of extra tools. However BIS's virtual garage is quite faulty, for example the armed pickup only comes with red paint in the garage and I'm almost 100% sure the armed pickup also had other colors and the camos like the regular ones. I'm also guessing the virtual garage could perhaps be faulty with other vehicles paints and perhaps not work very well on vehicles from mods. This said, could you consider re-adding that nice attribute listbox of yours? :)
  7. Grester

    [SOLVED]Heightmaps panic

    Thanks, I believe the problem was that i didn't ajust the greyscale min/max heights. Just incase someone else passes by, this was the grayscale heightmap generator I used, but I guess the one he mentions in the videos is more reliable. http://terrain.party/
  8. Greeting everyone, I've just finished doing the Atlas guide and turns out creating a terrain isn't that complicated after all... that is except the very first step, getting the terrain heightmap. In Atlas guide he provides one .asc as example however like most creators have done and as BIS suggest, I also wanted to use a custom terrain from a real life region in the world. This is where the problem starts, it's not like I haven't got the resources, but rather they don't seem to work as I'd expect. Because I didn't get how to get a .arc file I tried using a standard .png Black and White image since TerrainBuilder appears to accept and is much easier to generate one, however when I imported into Terrain Builder's bulldozer, it showed up as all spiky and not as smooth as it appeared. So I went to do some research in the forums and read about this software called "L3DT", I've somehow managed to import the heightmap into the program and it told me the scale of the height were completely out of proportion, which explained the giant spikes in bulldozer. So I thought considering so many people talk about this SRTM format n' stuff I guessed my only chance was to do the hard way, so I went looking on my national archives for some kind of geographic files and managed to find one WMS layer that I was able to import into QGIS which BIS uses as example, it's not as sensitive as the B&W one but if there's no alternative I could live with that, the problem once again is that I have no idea how to export the region I want into .arc . I've searched both the forums and the internet for GIS related information and I've quite lost my senses as to what I should actually do after all. So I was hoping someone with more experience than me, could lead me in the right way. Thanks for your attention :)
  9. Grester

    roads not showing texture in game

    Actually I also picked up Atlas guide today and me too am facing the inexistent roads. This only affects ingame as they do appear in the bulldozer. Could perhaps a Arma update have affected how the roads should be placed or did both of us coincidently missed something? Or does the RoadsLib come with a mistake by default that needs to be fixed?
  10. Works flawlessly, no errors at all. Tested on 3den MP by being killed with unchanged loadout after arsenal visit and manual forced respawn with changed loadout after arsenal visit. Kudos to R3vo and IndeedPete. Final result: initPlayerLocal.sqf [missionNamespace, "arsenalClosed", { player setVariable ["Saved_Loadout",getUnitLoadout player]; }] call BIS_fnc_addScriptedEventHandler; onPlayerRespawn.sqf (unchanged original file from R3vo) player setUnitLoadout (player getVariable ["Saved_Loadout",[]]); PS: R3vo may I suggest you add this to the next 3den Enhanced update? :lol:
  11. Alright gonna give it a try, the thing is... A) is this supposed to be a local "general/game" EH since it isn't really "watching" a player's actions? B ) So it should be safe to place in initPlayerLocal.sqf or is there a better suggestion? Since the scripts will involve the player which is owned by the player or... C) is this a bad idea since according to https://community.bistudio.com/wiki/setUnitLoadout this command is considered global and thus calling it locally wouldn't work properly or it would be fine since it would potentially end up being broadcast for the entire server? Edit: I'm guessing C shouldn't matter because what B does is simply attach the EH to the player not actually running the snippet that's part of it.
  12. Yeah but using a custom arsenal loadout setup on mission runtime that's the problem. Like I explained, a player goes to arsenal, loads his favorite loadout and proceeds to mission. I don't wish to use a preset loadout. Thus my brainstorming ideas.
  13. I'm guessing that's the classname of the electric ones, shouldn't be hard to be find the name for the old ones (on editor place a normal one and see which class it belongs to). Although I must admit it looks strange "POWERWIND" so the terrain objects could have a special class name.
  14. Pretending this still works despite R3vo have removed it from his 3den enhanced mod (not sure if he used exactly this way but...) if the player has spent magazines before respawning, he won't get his "starting" gear since it only saves upon death what he has. A possible workaround to this using the modern arsenal method, since there's no arsenalOpenEventHandler by default, along with the addAction (openArsenal) a 2 minute sleep could be put following the save snippet, sort of... (Pseudocodish) ammoBox addAction (virtualArsenal; sleep 120; execVM saveLoadout.sqf); This way it would give time for the player to equip himself or load a loadout. This is a very rough concept and I haven't actually get my hands dirty to try it out. I don't know what will happen if the player still has arsenal open when he attempts to save, or what if he closes and reopens the arsenal, will it save twice or will he be able to reopen at all given the sleep is attached to the addAction? Or could one perhaps handcraft an eventHandler for the arsenal closing? Perhaps a simplier idea is to put a trigger around the arsenal boxes and upon player exits the trigger area it saves the loadout. Just brainstorming some ideas since I'm interested in using something like this.
  15. Grester

    3den Enhanced

    In v1.5 Dynamic Groups worked fine, but after the 1.6 workshop update it started geting errors and not working at all. This is the error it shows in .rpt 19:16:43 Error in expression <e ["_mode", "_params"]; _mode = _this param [0, "", [""]]; _params = _this par> 19:16:43 Error position: <param [0, "", [""]]; _params = _this par> 19:16:43 Error Type Object, expected String 19:16:43 File A3\functions_f_mp_mark\DynamicGroups\fn_dynamicGroups.sqf, line 5
  16. I was fiddling with automated script generation of ACD and was trying to improvise the method to addAction to the objects as it created them but despite no error logged the objects have no action added to them. Is this to be expected from a SimpleObject? It's also worth mentioning that I've put the code in init.sqf which could not produce the best results perhaps. private ["_objects","_object","_data"]; _data = [ ["a3\supplies_f_heli\cargonets\cargonet_01_ammo_f.p3d", [7897.9,17631.1,167.943], [[-0.927911,-0.3698,0.0472062],[0.0173306,0.0837,0.99634]],0], ["a3\supplies_f_heli\cargonets\cargonet_01_ammo_f.p3d", [7894.37,17623.2,168.52], [[0.567657,-0.823121,-0.0154131],[0.0213262,-0.00401339,0.999765]],1] ]; _objects = []; { _object = createSimpleObject [(_x select 0), (ASLToAGL(_x select 1))]; _object setVectorDirAndUp (_x select 2); _object setPosASL (_x select 1); _object addAction ["Virtual Arsenal", {["Open",true] spawn BIS_fnc_arsenal}]; _objects pushBack _object; } forEach _data; _objects;
  17. I ended up finding the object I wanted without the need of ACD. Thanks anyway. PS: Great fan of Eden Enhanced, keep up great job.
  18. As the title says, if you set a unit as owner of a trigger and set the trigger to fire for example to any group member, it will only fire to the OWNER. Doesn't matter what option you choose (leader, all group members, any group members) it will only fire to the owner. This affects both single player and multiplayer. Although the .SQM appears to be correctly coded, in practice it does not work as intended. I'm trying to make a mission with a trigger that only fires to a single group and it's nearly impossible to make it work. The alternative is using "unit1 in thisList" but even this alternative isn't flawless because if the "unit1" doesn't exist, the function doesn't return either TRUE or FALSE resulting in the condition to be incomplete and not work at all. The workaround I found is using endless IFs (numberOfUnitsInGroup ^2) to check wether or not - first of all - wether or not that unit exists "!isNill "unit1" and if it exists it THEN adds the function of "unit1 in thisList". Because you have to check for every unit and every possible combination of wether or not the pawn was created in the mission, it makes a simple operation of setting trigger owner and setting to any group member, unbelievably complex to solve. Another alternative that I haven't tried is using a switch that perhaps could facilitate the madness of using tree IFs. The only way to make the Trigger Owner method to work correctly ONCE in eden is if you make this method in 2D editor and export to 3D editor. It will work ONCE when you run the mission but once you return back to editor it appears the .SQM is rewritten and stops working. This is an unbelievable bug that did not exist in the old 2D editor and should be fixed with high priority.
  19. if (!isNil "groupName") then //It first sees if the group variable exists, if not it won't go any further to avoid the no return issue { ({group _x == groupName} count thislist) //if the group variable indeed exists it starts by counting how many members of a certain group are within a trigger == count units groupName } //and compares to the total of members present at same group else {true}; //if the group variable doesn't exists it skips the verification on how many are in trigger and simply returns true
  20. I was refering by lobby slot order not their actual names. I thought the problem was due to creating groups in other sides thus messing the naming convention, guess it just messes itself up.
  21. It orders by time of creation. You've managed to name groups? How did you do it?
  22. Unintended double post
  23. Actualy it isn't flawless and it suffers the same problem as the others for when the variables don't exist but I've created a simple workaround for that. if (!isNil "groupName") then { ({group _x == groupName} count thislist) == count units groupName } else {true};
  24. Found the best solution. Problem solved.
  25. I can't thank you enough! Works perfectly, is flawless and simple. Thanks again.
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