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Sparker

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Everything posted by Sparker

  1. Sparker

    Removing Dependencies from a project

    Hi, go to main Workbench window, at top-left click Workbench->Options, and there you can add or remove dependencies. Eventually they are stored in .gproj file.
  2. Sparker

    Ultra newbie question

    Hi, indeed there are many components and it's true that many of them are not documented externally. I think best options to figure out what a component does is this: - Components themselves might have a brief description of what they do if you hover on them in 'Add component' tab. - Component properties might have description if you hover on them - You can try to open script file of that component, it might be documented there. - Look up how it's used on an existing game feature or prefab (although I am not sure what's best way to find prefabs using a specific component). Also, the nature of a component is that it can be attached to any entity, but in some cases it might make no sense because it requires some other component. Imagine if you create a component which just moves entity along a line, then you could attach it to anything, not necessarily only to a group or waypoint. Another approach is to start with question "what do I want to achieve", instead of looking at a thousand of components, then ask that and one of devs might point at required components or solution.
  3. Hi, recently mod IDs have been added to the online Workshop. So, you need to find the mods you need and copy-paste the mod ID which looks like this: 59771059868B6FF2 https://reforger.armaplatform.com/workshop/
  4. Hi, what world are you using? According to how you describe the AI movement it seems like the AI navmesh is not present for that world or is broken for some reason. In that case AIs don't know where they can or can't go and just move in a straight line.
  5. Hi, I needed similar functionality recently and indeed PointInfo crashes for me as well. Looking at the scripts, PointInfo as attribute is never used in script, but only as attribute in C++ - defined components. I assume that such usage of it is not supported. So here is my workaround. Not perfect but at least something with visualization. It renders a helper shape while in workbench at the position of that vector offset. // This all is in a component class. //But for entity class it is also possible to use same approach. [Attribute()] protected vector m_vDeployablePosition; override void _WB_AfterWorldUpdate(IEntity owner, float timeSlice) { // Visualize the deployable position vector deployablePosWorld = GetOwner().CoordToParent(m_vDeployablePosition); Shape.CreateSphere(Color.RED, ShapeFlags.ONCE, deployablePosWorld, 0.05); }
  6. Sparker

    Really really simple feature request

    Hi, you can remap that key: In workbench main window go to Workbench (in the top bar) -> Options -> Shortcuts -> World Editor -> Exit Play Mode, and remap it to something like Shift+Esk.
  7. Sparker

    Unable to update a scenario

    Hi, Please ensure that the preview image of the scenario, the one which is specified in the mission's .conf file, is inside your addon. It must not be some image from another addon or from arma reforger itself. Also please check that the mod preview image from the publishing dialog exists. There you can use jpeg or png image.
  8. Glad to see Overthrow back! I played it a bit with a friend and we liked it so far. A few weird bugs I have discovered: - There are some ammo boxes in Morton with free weapons (AK-74 and a handgun). I am not sure where they are exactly, since I was able to access them through inventory while being in a fairly large area (hundreds of meters!). - I wasn't able to figure out where the items are transferred once you purchase them in a shop (I tried gun shop and general shop so far). The money is withdrawn, but I can't see the items in my inventory.
  9. Sparker

    Reported mod not intended

    Hi, yes, use the 'reported' filter in Workshop, then you can open details page of that mod and unreport it.
  10. Sparker

    Generated scripts?

    Hi, those auto generated script classes expose internal C++ functionality so that it can be used in Enforce Script.
  11. Sparker

    How to use mods on Xbox?

    > 1. You open Game Master (singleplayer) They are not specific to Game Master, mods are enabled when you launch any scenario in singleplayer.
  12. Forward Scan Sonar mod Description This mod adds a sonar to the game which you can use from any ship. This can be useful if you have ever unintentionally grounded your ship or crashed into underwater objects. Also it can be used for searching for objects at the sea floor. Modes of operation Sector Imaging Mode - scans a 180 degrees sector with a very narrow vertical beam. Signal strength is mapped to display intensity, displayed range is not corrected (slant range). This is best suited for searching for objects on the sea floor and for making images. Sector Depth Mode - scans a 180 degrees sector with a wider vertical beam. Depth of each point is mapped to display color, displayed range is projected. This mode is more useful for navigation in shallow areas. Basic Forward Scan Mode - scans area directly ahead of your vessel with a vertical beam. Position of each point is displayed on distance-depth graph, giving you precise information of depth right ahead of your vessel. Although you can see only a small area of the sea floor, this mode has the fastest refresh rate. NOTE: * Wherever the depth is displayed in the device, it is not the true depth, but depth below sensor position which is located at the bottom of your vessel. * Sector scanning modes might degrade your frame rate. If you are having bad performance, reduce the scan rate. How to enable When you are in a ship, use the "Sonar Options" action in the action menu. Options Mode - sets the mode of sonar. Range - sets the maximum range of the sonar. Max Depth - sets the depth limit for the display. Only affects basic forward scan and sector depth modes. Image Gamma - Allows you to adjust gamma correction of the image. Only affects sector imaging mode. Scan Rate - Allows you to adjust the scanning rate of the sonar. Only affects sector imaging and sector depth modes. Download from Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2281685552 GitHub link: https://github.com/Sparker95/Arma-3-Ship-Sonar More description Sometimes I like to do boating in Arma. And every time I do so, I can't stop thinking that the game doesn't have any proper equipment to operate boats. In real life most boats at least have a simple depth pinger. Nowadays there are even cooler devices, such as forward scan sonars, which don't look directly under the vessel, but also ahead of it. More expensive models can perform a good 3D scan of whole area ahead of ship. I also happen to be a sonar developer in real life, so I just couldn't not build one it in the game 😛. The mod works by using ray casts to simulate operation of a real sonar. Because of that you can not 'see' what is lying behind tall objects on the sea floor. Also you are going to see 'shadows' of objects which are on the sea floor or suspended above it (like submarines). To-do list - Figure out a better place for the panel so it doesn't obstruct anything - Try to make a 3D scan sonar done Comparable real life devices Basic forward scan sonars: Simrad Forward Scan: https://youtu.be/O6B-OvjQIQ8 Echopilot FLS 2D: https://echopilot.com/products/fls-2d/ Navigational 3D forward scan sonar: Farsounder Argos series: http://www.farsounder.com/products/argos-350 Imaging sonar: Teledyne SEABAT 7123: http://www.teledynemarine.com/SeaBat-7123-MkII
  13. It will, but since current implementation relies on ray casts with one degree direction step (or so, I don't remember), it will just miss most of the air targets at big distance. It's meant to make images of large surfaces, not detect single targets. For that we could just transform every target to local coordinates and plot it in UI.
  14. Hi, I think you can set range up to 400 meters, or does it not work? Also I think that available range settings are here, but I barely remember the code at this point: https://github.com/Sparker95/Arma-3-Ship-Sonar/blob/c87c9deb2f238e5ad7bf1bdc10d39a923d34c392/ship_sonar/functions/fn_preInit.sqf#L21
  15. Hi! The workbench can be downloaded from Steam, it's called 'Arma Reforger Tools' in 'Tools' section.
  16. Sparker

    Arma 3 Creator DLC: Western Sahara

    Hi, I was playing the Extraction scenario and I quite like it. Anyway, I have a bug report for you 🙂 We had an assassination mission (target was the ex-KGB guy) and a clean minefield mission. We decided to clean the minefield first, and then headed to the assassination destination. The target was nowhere to be found. We installed a debug console mod and I figured out that the guy... walked all the way from his town to the minefield. 😄 Tazzarine was the minefield location. And the town at the top-left was the assassination location. I am not even sure why he decided to walk there. When we headed for the minefield place, we flew several KM around the assassination place.
  17. Congratulations on release! Can't wait to play through the Extraction scenario 🙂
  18. Intro The idea of a GUI layout manager is simple: instead of using raw coordinate values we can use sets of rules and let the system calculate UI element positions and sizes for us. Just think about how mobile phones scale their apps for different screen sizes and orientations, or how web browsers manage page layout. GUI Layout Manager for Arma 3 This layout manager is written in SQF. It supports several sizing and positioning options for rows, columns and elements inside cells. Just watch the video: Summary of supported layout rules Column/row sizes: absolute and relative Cell content sizes: absolute and relative Cell content positioning: relative and snapping to borders Content margins: Layout Example For example, this is how the code for the following GUI looks like: https://github.com/Sparker95/Layout-Manager/blob/master/tests/example.sqf Source code and docs Please check the GitHub page to get the code or documentation: https://github.com/Sparker95/Layout-Manager https://github.com/Sparker95/Layout-Manager/wiki/1-Basic-concepts I hope this helps someone in GUI adventures. So far I have seen zero people who like to do positioning of GUIs for Arma (including myself), I really hope that this code changes it!
  19. Sparker

    [GUI] Layout Manager

    Sure you can write to me on Discord 🙂
  20. Sparker

    [MP][COOP] Vindicta (Alpha)

    Recently a YouTube content creator HzzBo made a great review of Vindicta: We don't have any video material of our own, but I think that if we were to create one, it would look like this 🙂 . If you ever passed by this page but didn't want to go through the wall of text in the first message, you can check the review to get an impression about our game mode.
  21. [COOP] Vindicta (Alpha) I'm very excited to show to Arma community the scenario we have been working on for more than a year. This all started several years ago inspired by the amazing Antistasi scenario made by @barbolani. The main goal was to make a large scale guerrilla-themed mission with main focus on simulation of all resources controlled by enemy side. For me personally it has been a great journey through topics such as AI, multiple programming languages, software architecture concepts, Arma addon creation, collaborative code development, and many others. Allright, enough for that, let's get to mission features. Main features Dynamic game world. At game start everything is relatively peaceful and not all outposts are occupied by enemy, players can travel around without opposition. Persistence of all units at all garrisons and locations (outposts, bases, roadblocks, and so on). As player activity rises in specific area, commander AI will react by deploying quick reaction forces (QRF) and patrols, occupying outposts, constructing roadblocks, and more. Players start only with handguns and slowly build up their guerrilla movement by capturing equipment and by recruiting civilians. Intel discovery: actions planned by the enemy commander AI can be discovered by players through intel items or radio interception. Players can use this advance knowledge to intercept supply convoys, patrols, and attacks. Since all enemy logistics are calculated, guerrilla tactics are the most effective way to reduce enemy forces and to deplete enemy supplies. For instance, destroying enemy transports will force enemies to either counter-attack on foot or to send support from elsewhere, until transportation is resupplied from another outpost. At the start of a new campaign no enemy locations are known to players. They can be discovered by talking to civilians or by scouting. A multi-level AI system which controls AI behavior from commander level down to unit level. Undercover functionality, which calculates "suspiciousness" of players based on their behavior, clothes, stance and visibility in vehicles. Players can deploy as many camps, outposts, and roadblocks as they need if they have enough resources. The enemy can also capture those locations. Campaign customization: you can choose factions to fight against, and the initial number of enemies. The "unit virtualization system" coupled with AI of units: AI units despawn if they are too far away from enemies or players, but are still able to perform their actions "virtually". This also drastically reduces the chance of AI units getting stuck while attempting to reach the enemy. Reviews: Vindicta review by HazBo: Links The releases can be downloaded from Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1964186045 Development branch can be downloaded from Workshop too: https://steamcommunity.com/sharedfiles/filedetails/?id=2154322285 Our GitHub page: https://github.com/Sparker95/Vindicta Credits Authors: Sparker - OOP, core framework, AI. billw - OOP enhancements, Commander AI, tools. Sen - Tools, map design, addon development, several AI actions. Marvis - Design of graphics and UI appearence, undercover system, map design. Jeroen Not - Limited Arsenal, tools, civilian presence and civilian dialog UI. Sebastian - factions, custom unit loadouts. Special thanks: Barbolani, the author of Antistasi, whose work hugely inspired us to develop this. Stef from Antistasi community, for sharing lots of ideas for this and other projects. Used 3rd party SQF components: GPS by AmauryD - https://github.com/AmauryD/A3GPS Huge thanks to these developers, without whom SQF development would have lasted several times longer: Arma Debug Engine and Arma Script Profiler by Dedmen Miller (https://github.com/dedmen/), which has saved lots of time by providing proper SQF debug information in game. SQF-VM by X39 (https://github.com/SQFvm/vm), which has let us simulate a large portion of our code without running Arma. Big thanks to developers of these tools: KP Liberation builder - https://github.com/KillahPotatoes/KP-Liberation/tree/master/_tools gulp-armapbo by winseros - https://github.com/winseros/gulp-armapbo-plugin Arma3 AddOn Project template by ACE team - https://github.com/KillahPotatoes/KP-Liberation/tree/master/_tools SQDev by Krzmbrzl - https://github.com/Krzmbrzl/SQDev SQFLint by SkaceKamen - https://github.com/SkaceKamen/sqflint VSCode_SQF by Armitxes - https://github.com/Armitxes/VSCode_SQF
  22. Sparker

    [GUI] Layout Manager

    This is a fully scripted solution to solve the problems of UI element positioning and size. It's up to you how to set event handlers of your controls and how to decorate them: - You can use arma's standard Rsc... config classes and create elements according to them, then register them in the grids. - You can create your own GUI element config classes, then create elements in code and do the same. - You can also customize the elements (event handlers, color, text size, etc) by SQF code when you create the controls. There is no 'export this to config' button, the goal was to get rid of horrible configs for size and positioning :).
  23. Sparker

    [GUI] Layout Manager

    Hey, so I guess you're the first person to try the test code? I'm glad that you are enjoying it 🙂. Thanks for the error report, I've fixed the issue, make sure you update the code from the repository. I didn't notice it because I was testing the code with a call compile ... of the files, instead of spawning the code. In this case the game doesn't report unknown variable names, unfortunately 😕 and I totally forgot that
  24. Sparker

    [MP][COOP] Vindicta (Alpha)

    Hi Andy, I don't know why you decided to cross post here from the steam thread if I have answered there a few days ago. If you really want to talk we have a Discord server where we manage most of our comms, the link is in the first page of this thread or at the steam page, and you are certainly welcome to join there to talk to other Vindicta players. Anyway, regarding ACE, if anyone else is wondering: it is modular and you can tweak most of the settings. You can also delete lots of .pbos from ACE folder and it will work without these parts. You can certainly delete the stamina and medical parts. Vindicta only needs the ACE Cargo, ACE lockpicks, and ACE gestures, and maybe a few more, but certainly not those which handle how your character behaves.
  25. I don't think you have the right to either ask for something or to complain so much about a piece of work people do voluntary in their spare time. Also, ACE is modular. You can run ACE without the medical module if you want to. Probably explosives could be disabled as well, but I am not entirely sure.
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