BNNMaster
Member-
Content Count
4 -
Joined
-
Last visited
-
Medals
Community Reputation
2 NeutralAbout BNNMaster
-
Rank
Rookie
-
Disappointed with lack of Interactability on Tanoa
BNNMaster replied to daveallen10's topic in ARMA 3 - GENERAL
Looked through the first posts and can say: am disappointed. People imagining that BIS reworks a already released map (even if it was only a BETA back then), is crazy. Making nice looking, colonial-type buildings which then feature 2 doors to, apparently, 12 hypothetical rooms, which arent enterable (why ofc, "hypothetical rooms"), and the only thing you can enter is the garage and the first floor stairway, ..... yeah why not. The most interesting thing is the new rendering thing which causes LOD shifting and slightly "pixelated" AA transitions when you look around (for all my AMD buddies with the LATEST AMD drivers), was done so players get at least some FPS on Tanoa. Now we have sort of playable FPS thx to non-enterable or "badly made" buildings and the new rendering setting, but ground objects like little shrubs and the likes pop in and out as you come close, or transition in LOD badly..... Some guys made videos [in BETA state back then] about how great the Island is and surely the little things like unusable buildings and such will be fixed most likely. Now where are the voices stating that "it'll be done". Again we have to take it "as-is" because BIS owns the market. Yes, they own the market, because come on. That new "Squad" game with it's BF-like gameplay, BF itself, or CoD or even CS, they are in NO aspect a MIL-SIM, like ARMA. So, yes, there is really no acceptable alternative to ARMA. Or then tell me how in the hell is it realistic if you snipe at someone and you see their shots arcingtowards you with a smoke trail like a FFAR, that's scenes from BF - that just taken as a very short but good example of "realism" - get shot by a sniper in ARMA from 2km, you will fall over head first and seconds after your squad hears a slight, distant "bang". I fear the devs very well know this "market domination", and that is why it is as it is. It's not like an issue of them not being a AAA Studio. Quite contrary. It's more an issue of "they have to take as it is". Let me quote some german politician pretty lately: "if you [citizen] do not like it here, you can always move". Like telling someone who is paralized and whos wheelchair sqeaks and creaks: "well it you can't stand it, learn to walk". Very bitter and dark humour? Well, so it is when yet another "new functionality" messes up ARMA. -
easy ways to randomize missions without external scripting?
BNNMaster replied to twistking's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I used to create a couple "on the fly campaign-like missions", using reset scripts to purge old objectives and making new ones. It ended with a hunk of scripts and triggers and variables in the mission, which bloated it beyond anything I ever seen b4. It IS possible to do it with little effort and little scripts but that will be very "limited" in terms of variation and esp. randomization. Like, UPS does work! but it can create the funkiest mission layouts, like objectives completing on their own b/c stuff is spawned in the water and dies, or mission targets dying on spawn and such. Without effort, it is really hard to make a well made balanced and finely tuned working machinery, which is why so many maps and scripts aren't slapped together overnight. And I'm getting old so that ain't helping either... but thats just myself :P -
AI Bailing From Damaged Chopper/Vehicle To Their Doom
BNNMaster replied to Hybrid V's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yeah that is the case. Too badly damaged vehicles always threw out the crews, even if the vehicle itself was still operational, if the tracks were busted, the AI thinks the vehicle is busted and some auto-bail kicks in. But this will prevent them from leaving: this lockdriver true; this lockcargo true; this lockturret [[0],true]; this setvehiclelock "LOCKED"; The turret part gets a bit confusing, because I can never immediately figure out which seat/gunner/etc. is which "turret", so you may have to experiment with "lockturret [[-1],true]" and all the others that come in mind. I think 4 or something is the max number? There is a way to list/diag_log all turrets on a vehicle, but that's just something else. Since you want to do it on "no turret vehicles", the code is good the way it is. -
Script to lock out player slots
BNNMaster replied to cobrosstuidos's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi. I have made a very easy method which used for my old clan (NatoTaskForce) and own hosted mission. Wanna share it since the map was recently "stolen" by a guy I'm not at good terms with and content used un-credited. First the script, you can name it what you want. My standard name was "slotinit.sqf". //Simplest Slot ini script by the Benmaster //Simply just a name check, you don't want your GUID floating around out there //Script design by the Benmaster alone. From the good ol Arma2 NTF days _ntfalloweduserlist = ["Ben 1", "BushWhacker", "E B E"]; _reserved_units = ["p10", "p14"]; waitUntil {sleep 2;!isNull player}; waitUntil {sleep 2;player == player}; waitUntil {sleep 2;name player == name player}; _uid = name player; _unn = vehiclevarname player; if ((_unn in _reserved_units)&& !(_uid in _ntfalloweduserlist)) then { failMission "end4"; }; if (true) exitwith {}; It uses a simple "namecheck", which is defined as "_ntfalloweduserlist". Those are your profile/character names. "_reserved_units" refers to the units name as defined in THE EDITOR. That is necessary to prevent hiccups like the script firing for all chars, or not at all. The line "_uid = name player;" can simply be rewritten to use the GUID instead, as the simple name is a very sketchy method. Then again, if your name is "Ben 1" and you see someone log in with that name, and it's not you, .... you can get rid of these scumbags faking access asap anyway, no need to have them around. RAMBLING! Here is how to activate the script: Put this: _nul = this execvm "slotinit.sqf"; into your UNITS INIT-line in the Editor. Thats the right moment to give the Character it's name that it will use in the script as well. Downsides are: -Players get "game over" screen, maybe modifyable, I never cared about it too much lol. -On laggy servers can take a while b4 it fires. You can change the sleeps, but it may cause mayhem or weirdness. Pro sides are: -Works on player/unit init, pretty much failsafe IF THE UNIT DOESN'T PERSIST! after player DC. -As simple as it gets, all parameters are in the one single .sqf, no need for static variables. I say again, I chose to use name-based PID over GUID, because in the olden days, there was a possibility of people using the GUID to cause mayhem, and having GUID's floating about, .... I never liked the idea. Personal preference I guess? ¯\_(ツ)_/¯ Please leave the comment section in there, unlike "someguy" who stole my content and insulted me like a child. But hey, it's all fair use right, even if someone throws homophobic slurs into your face. But hey, I'm a grown man, I get over things, but it grinds my gears if hard work gets stolen and rebranded as "herp derp my own inwention". Thx guys and questions?, ask them. Edit: I have some also relatively easy coded "vehicle lockout" script for, lets say, you want the clanmates drive a car and gun in a tank/chopper, but you want publics in the cargo or back seats, it's all been made many years back then, seldom used. If there is interest, sadly for some god damn reason I can't post on the main page, and the old account seems to have been whacked or sacked some time ago. So this is my new acc.