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Sil Carmikas

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About Sil Carmikas

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    Washington State

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  1. Sil Carmikas

    Sil's Simple Random Weather Script

    Hey tort! Thank you for the suggestions, this is exactly what I look for! :) So you're saying to take the sleep 900 command and stick it WITHIN the while do loop, right? I'll play with it and see what happens, thanks for the tips! I've been taking a bit of a sabbatical from Arma due to life reasons... but will be returning shortly! ;) ~Sil~
  2. Sil Carmikas

    [MP][CTI-COOP] Liberation (beta)

    Pretty much. I had to do something similar when I converted the map over to the Unsung Vietnam mod. You have to get the correct classnames of the weapons you want to be able to use and stick them all in this list name by name. You can get the weapon classnames from the Eden Editor, or in my case, I got lucky and the developers made a spreadsheet of the classnames of the weapons in their mod, so I just copied and pasted over from that spreadsheet. But they key here is correct classnames.
  3. Sil Carmikas

    [MP][CTI-COOP] Liberation (beta)

    Not really. Go to /scripts/shared/classnames.sqf and you can add stuff there. The format should be pretty self explanatory. If any questions, please feel free to ask here or shoot me a PM.
  4. Sil Carmikas

    [MP][CTI-COOP] Liberation (beta)

    Be careful with the number of Opfor points to be setup. There is a fine line on this mission with too many Opfor points and too few. Having too many Opfor points can result in the secondary missions taking a very long time to spawn or not working at all. These are an interesting marker too because they are also used for if you want your first FOB to be randomly placed for you instead of you placing it yourself. I hope to make more progress on modernizing the scripts a bit more, maybe eliminate some unneeded things, generally make sure everything is cleaned up. I just worked out a resource-friendly random weather generator script that works great. Now I'm working out how to setup the Arsenal so it can be accessed and saved like in the mission now, with menus and loadout customization, being able to customize your loadout to a friends loadout, all that stuff. One of the functions that the mission uses is a third party Arsenal script in which the author of said script has specifically stated to stop using it, because the commands 'getUnitLoadout' and 'setUnitLoadout' have now been put into the game by BI which are easier to use. ( Reference: https://forums.bistudio.com/topic/139848-getset-loadout-saves-and-loads-pretty-much-everything/ ) The other thing I'd really like to focus on too is the enemy spawning scripts, but those are way above my paygrade for right now...
  5. Sil Carmikas

    [MP][CTI-COOP] Liberation (beta)

    Maybe use this line under classnames.sqf? if ( isNil "Respawn_truck_typename" ) then { Respawn_truck_typename = "B_Truck_01_medical_F"; } It's towards the top. I've changed this before when updating to the Unsung Vietnam mod to a M117, but have never added to it? I don't see any reason why you wouldn't be able to add to the string for the vehicle type? Then just go to the build menu, go all the way to the right hand menu for misc I believe, and then you should see an option there for Mobile Respawn?
  6. It all depends on how much you are willing to commit honestly. For me personally, I've been learning in short spurts here and there, and when I feel like I'm hitting a wall or am confused about something that should be relatively simple and find myself getting frustrated, I just put it down and come back later on or the next day, and usually the solution will present itself to me in a quick fashion. My best advice would be now that you have a project you'd like to go into, what script would you like to work on first? Maybe a player spawn script? Maybe you want to put in your own custom sounds like military radio transmissions to play on a radio or something? Maybe you'd like an enemy squad to appear when you or a player are within 500 meters of a marker or waypoint? Once you figure out what you'd like to do first in that aspect, commit to learning how to do that one thing, and then the next, and so on and so forth and before you know it, you have a complete project! Welcome to the field by the way. I've been learning scripting myself and just worked out a very simple random weather script for people to use in their missions if they would like.
  7. Sil Carmikas

    custom virtual arsenal

    Hi! I know there is a way for sure, this is a feature that is in the Liberation missions that I like to play a lot. This might help?
  8. Sil Carmikas

    Sil's Simple Random Weather Script

    Sil's Simple Random Weather Script v1.0 Final has been uploaded for distribution. Download link: Sil's Simple Random Weather Script v1.0 Final v. 1.0 Final: -Made a variable for the values for the Initial Weather and Random Weather sections = _setRandom -Made both setRain and setFog options available now. Refer to the setRandomWeather.sqf file for instructions on how to add for FPS control OP has been updated as well as changelog. As always, I am open to constructive feedback. If there is a better way to do this, please share!
  9. Sil Carmikas

    Sil's Simple Random Weather Script

    Sil's Simple Random Weather Script v0.3 Beta has been uploaded for distribution. Download Link: Sil's Simple Random Weather Script v0.3 Beta v. 0.3 Beta: -Made setRain entries optional. The script will now automatically select the appropriate rain amounts without any restriction. If you want the restriction still for FPS purposes, then use the "If Then" statements provided in the script comments within the SQF file itself. -Added more options to the setOvercast arrays. This gives an increased range of options for selectRandom to be able to use. OP has been updated as well as changelog. As always, I am open to constructive feedback. If there is a better way to do this, please share!
  10. Sil Carmikas

    [MP][CTI-COOP] Liberation (beta)

    Sounds can be kinda tricky to implement. I would refer to this video for a way better explanation than I can provide. ;)
  11. Sil Carmikas

    [MP][CTI-COOP] Liberation (beta)

    Normally, sounds used in missions are defined in description.ext. It'll be like: class CfgSounds { class IntelRadio { name = "IntelRadio"; sound[] = { "Sounds\IntelRadio.ogg", 0.3, 1 }; titles[] = {0,""}; }; };
  12. Sil Carmikas

    Learn 2 Script!

    Your first important tool you need, like, EVER: Bohemia Wiki Bookmark this. This is a complete library and database of all functions and codes within the Arma series. It'll describe each code to you in detail, and in most cases provide you with a way on how to set it up. As far as tutorials, I really enjoy the YouTube videos done by Feuerex He explains things in way that is easy to understand and follow. And my only other piece of advice is just dive in man. Grab examples from other scripts, make stuff, break stuff, it's all trial and error!
  13. Sil Carmikas

    Sil's Simple Random Weather Script

    Sil's Simple Random Weather Script v. 0.2 Beta is now available for download. Changelog: v0.2 Beta: -Removed setFog entry from Initial Weather section -Changed setFog settings in Random Weather to the following ----> 0 setFog [0, 0, 0]. This update ensures that the fog level is zeroed out, it's intent being to help with FPS issues. -Added selectRandom command to Initial Weather settings to make a more randomized starting weather pattern. NOTE: If you still want the random fog without any restrictions, just simply remove the setFog line altogether from the script. Anytime random weather pattern is selected, fog level will be selected as well. I have updated the link to download most current version on OP, and am including a link here too. As always, I am open to constructive feedback. If there is a better way to do this, please share! http://www.filedropper.com/fsetrandomweather_1
  14. Sil Carmikas

    Sil's Simple Random Weather Script

    Hey there! What you can do is erase this line altogether if you want random fog, i just threw this in to help with FPS issues. The [0, 0, 0] is as follows: FogValue, FogDecay, FogBase. Use these to set your desired fog, using setFog wiki entry for reference. I will be posting an update for this script once i am home from work tonight! EDIT: Sorry i forgot to mention that the 300 part of the '300 setFog [0, 0, 0] tells the game how long it will take the fog to "spawn" in. This will be addressed in my update tonight.
  15. Sil's Simple Random Weather Script "A very simple approach to generating random weather patterns in Arma 3." by Sil Carmikas Version: 1.0 Final setRandomWeather.sqf Description: This is a bit of a mashup using manage_weather.sqf files from the original Liberation 0.924 mission from [GREUH]zBug and [GREUH]McKeewa. The below code will execute within the mission to add random weather pattern generation making use of the newer selectRandom command (Arma 3 Version: 1.56) This does not offer parameter selection for servers, the only customization that can be done is within the SQF file. This is a very basic script I am working with to learn scripting for Arma 3. Anyone is welcome to use this as they see fit. Instructions: Instructions: 1) Place anywhere you see fit, preferably in the root directory of your mission. 2) In your init.sqf, make sure to type in the following: [] spawn compileFinal proprocessFileLineNumbers "setRandomWeather.sqf"; 3) Save your init.sqf, load Arma 3, load the mission and test using setTimeMultiplier. You can decrease the "sleep 900;" command to observe the random changes more frequently for debugging and testing. Download: https://www.mediafire.com/?8mapw7zpwiwspc5 Here is the code below: if (!isServer) exitWith {}; _setRandom = [0,0.1,0.15,0.2,0.25,0.3,0.35,0.4,0.45,0.5,0.55,0.6,0.65,0.7,0.75,0.8,0.85,0.9,0.95,1.0]; // Initial Weather skipTime -24; 0 setOvercast selectRandom _setRandom; // Initial Weather Set Values: 0 = Sunny, clear skies 1 = Stormy, complete overcast skipTime 24; sleep 0.1; // Keep this at or above 0.1, or else simulWeatherSync command will not work properly. simulWeatherSync; // This command will sync the selected weather pattern to appear as it should right away instead of having to wait. // Random Weather while { true } do { 300 setOvercast selectRandom _setRandom; // selectRandom is the new engine solution to BIS_fnc_selectRandom. This will select a random weather pattern from the array in variable _setRandom. Values: 0 = Sunny, clear skies 1 = Stormy, complete overcast. sleep 0.1; }; sleep 900; // Rests for 15 minutes real-life time before selecting new weather pattern. For 24 hour day cycles (1 in-game second = 1 real life second) or whichever you prefer, you will want to update this to make sure weather shifts as appropriate. Changelog: v. 1.0 Final: -Made a variable for the values for the Initial Weather and Random Weather sections = _setRandom -Made both setRain and setFog options available now. Refer to the setRandomWeather.sqf file for instructions on how to add for FPS control. v. 0.3 Beta: -Made setRain entries optional. The script will now automatically select the appropriate rain amounts without any restriction. If you want the restriction still for FPS purposes, then use the "If Then" statements provided in the script comments within the SQF file itself. -Added more options to the setOvercast arrays. This gives an increased range of options for selectRandom to be able to use. v. 0.2 Beta: -Removed setFog entry from Initial Weather section -Changed setFog settings in Random Weather to the following ----> 0 setFog [0, 0, 0]. This update ensures that the fog level is zeroed out, it's intent being to help with FPS issues. -Added selectRandom command to Initial Weather settings to make a more randomized starting weather pattern. Please feel free to do with it as you wish and how you see fit. Tweak it, mod it, break it, anything. I am open to constructive feedback. If there is a better way to do this, please share. I'd like to get as much info available out there for others learning to script as well too for this same type of thing.
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