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Sil Carmikas

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Posts posted by Sil Carmikas


  1. 10 hours ago, tortuosit said:

    Hey,

     

    thanks for your effort, but the code surprises me ;) - what are you doing? I see you could simply use "random 1" and I see an endless loop in 0.1s steps. !!!???!!! You probably wanted to have the "sleep 900" inside the while loop?!

     

    EDIT: Ah you wrote you learn ArmA scripting. Welcome to the world of pain mate :don8: mate!

     

    Best regards

    tort

    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. 3 minutes ago, KoRaL- said:
    
    // If left empty, everything is allowed, otherwise only whitelisted items will be available
    GRLIB_arsenal_weapons = [
    "rhsusf_weap_M259",
    "rhsusf_weap_CMFlareLauncher",
    "rhsusf_weap_duke",
    "rhsusf_weap_duke_on",
    "rhs_weap_SidewinderLauncher",
    "rhs_weap_AIM120",
    "rhs_weap_HellfireLauncher",
    "RHS_weap_AGM114K_Launcher",
    "RHS_weap_AGM114M_Launcher",
    "RHS_weap_AGM114N_Launcher",
    "rhs_weap_agm65",
    "rhs_weap_M320",
    "rhs_weap_XM2010",
    "rhs_weap_XM2010_d",
    "rhs_weap_XM2010_wd",
    "rhs_weap_XM2010_sa",
    "rhs_weap_m24sws",
    "rhs_weap_m24sws_blk",
    "rhs_weap_m24sws_ghillie",
    "rhs_weap_m40a5",
    "rhs_weap_m40a5_d",
    "rhs_weap_m40a5_wd",
    "rhs_weap_m4",
    "rhs_weap_m4_pmag",
    "rhs_weap_m4_mstock",
    "rhs_weap_m4_carryhandle",
    "rhs_weap_m4_carryhandle_pmag",
    "rhs_weap_m4_carryhandle_mstock",
    "rhs_weap_m4_m320",
    "rhs_weap_m4_m203",
    "rhs_weap_m4_m203S",
    "rhs_weap_m4a1",
    "rhs_weap_m4a1_d",
    "rhs_weap_m4a1_mstock",
    "rhs_weap_m4a1_d_mstock",
    "rhs_weap_m4a1_pmag",
    "rhs_weap_m4a1_carryhandle",
    "rhs_weap_m4a1_carryhandle_mstock",
    "rhs_weap_m4a1_carryhandle_pmag",
    "rhs_weap_m4a1_m203",
    "rhs_weap_m4a1_m203s",
    "rhs_weap_m4a1_m203s_d",
    "rhs_weap_m4a1_carryhandle_m203",
    "rhs_weap_m4a1_carryhandle_m203S",
    "rhs_weap_m4a1_m320",
    "rhs_weap_m4a1_blockII",
    "rhs_weap_m4a1_blockII_bk",
    "rhs_weap_m4a1_blockII_wd",
    "rhs_weap_m4a1_blockII_d",
    "rhs_weap_m4a1_blockII_KAC",
    "rhs_weap_m4a1_blockII_KAC_bk",
    "rhs_weap_m4a1_blockII_KAC_wd",
    "rhs_weap_m4a1_blockII_KAC_d",
    "rhs_weap_m4a1_blockII_M203",
    "rhs_weap_m4a1_blockII_M203_bk",
    "rhs_weap_m4a1_blockII_M203_d",
    "rhs_weap_m4a1_blockII_M203_wd",
    "rhs_weap_mk18",
    "rhs_weap_mk18_bk",
    "rhs_weap_mk18_wd",
    "rhs_weap_mk18_d",
    "rhs_weap_mk18_KAC",
    "rhs_weap_mk18_KAC_bk",
    "rhs_weap_mk18_KAC_wd",
    "rhs_weap_mk18_KAC_d",
    "rhs_weap_mk18_m320",
    "rhs_weap_m16a4",
    "rhs_weap_m16a4_pmag",
    "rhs_weap_m16a4_carryhandle",
    "rhs_weap_m16a4_carryhandle_pmag",
    "rhs_weap_m16a4_carryhandle_M203",
    "rhs_weap_hk416d10",
    "rhs_weap_hk416d145",
    "rhs_weap_hk416d10_LMT",
    "rhs_weap_hk416d10_m320",
    "rhs_weap_hk416d145_m320",
    "rhs_weap_m27iar",
    "rhs_weap_m27iar_grip",
    "rhs_weap_m249",
    "rhs_weap_m249_pip_S",
    "rhs_weap_m249_pip_S_para",
    "rhs_weap_m249_pip_S_vfg",
    "rhs_weap_m249_pip",
    "rhs_weap_m249_pip_L",
    "rhs_weap_m249_pip_L_para",
    "rhs_weap_m249_pip_L_vfg",
    "rhs_weap_m240B",
    "rhs_weap_m240G",
    "rhs_weap_m240B_CAP",
    "rhs_weap_m14ebrri",
    "rhs_weap_sr25",
    "rhs_weap_sr25_ec",
    "rhs_weap_sr25_wd",
    "rhs_weap_sr25_ec_wd",
    "rhs_weap_sr25_d",
    "rhs_weap_sr25_ec_d",
    "rhs_weap_M107",
    "rhs_weap_M107_d",
    "rhs_weap_M107_w",
    "rhs_weap_M590_5RD",
    "rhs_weap_M590_8RD",
    "rhs_weap_m32",
    "rhsusf_weap_MP7A2",
    "rhsusf_weap_MP7A2_winter",
    "rhsusf_weap_MP7A2_desert",
    "rhsusf_weap_MP7A2_aor1",
    "rhs_weap_smaw",
    "rhs_weap_smaw_green",
    "rhs_weap_M136",
    "rhs_weap_M136_hedp",
    "rhs_weap_M136_hp",
    "rhs_weap_m72a7",
    "rhs_weap_fim92",
    "rhs_weap_fgm148",
    "rhsusf_weap_m1911a1",
    "rhsusf_weap_glock17g4",
    "rhsusf_weap_m9",
    "lerca_1200_black",
    "lerca_1200_tan",
    "Leupold_Mk4",
    ];
    
    GRLIB_arsenal_magazines = [
    
    ];
    
    GRLIB_arsenal_items = [
    
    ];
    
    GRLIB_arsenal_backpacks = [
    
    ];

     

     

    Is this how the whitelist works? I tried using the above list to limit the armory weapons to only US but it had no effect

     

    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. 6 hours ago, Ryejin said:

    is their a tutorial on how to add stuff to the build menu for the FOBs?

     

    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.

    • Like 1

  4. On 3/5/2017 at 5:23 AM, diesel tech jc said:

    Has anyone had any issues with FOB Hunting on the secondary objectives lately? Or is there a limit to those? Been playing on Everon with the port I did and we were doing really well with things every couple AO's we would do a secondary objective to keep the percentage down and then all of a sudden we can't do them..I had thought somehow after CBA updated that was maybe an issue but wanted to ask here if anyone was having the same issue. I adjusted alot of the stuff so we are now running basically infantry and light vehicle stuff..no big armor or attack choppers..works great for the smaller group I have...been having alot of fun swapping from different islands. Anyway..any ideas about the secondary objectives would help.

     

     

    Diesel

     

    On 3/5/2017 at 5:30 AM, Wyqer said:

    Did you set enough of the markers (opfor_point_xyz) for the map, so that the script can find a position where a fob would fit?

     

     

    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. 22 hours ago, diesel tech jc said:

    Has anyone here added in an addtional Respawn Vehicle?

     

    A few Maps I have ported this too are basically big islands so I was thinking about having a boat as an addtional respawn vehicle.

    I tried adding one in the classnames but no go with that..then I looked at the


    F_getMobileRespawns function


    but not sure if its possible to add in a second respawn type.

     

    Any help would be great.

     

    Thanks

     

    Diesel

     

    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?

    • Like 1

  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.

     

     

    • Like 1

  7. 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!


  8. 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!


  9. 1 minute ago, diesel tech jc said:

    Speaking of sounds..has anyone actually gotten the volume control to work that controls the volume inside vehicles?

    I am now using JSRS as an option on my server and everything is louder but I never could get that option to work correctly...or if someone has a different script that would work I'd gladly give that a try.

     

     

     

    Diesel

     

    Sounds can be kinda tricky to implement.

     

    I would refer to this video for a way better explanation than I can provide. ;)

     

     

    • Like 1

  10. Just now, madpat3 said:

    anyone knows where the sounds are defined in greus' liberation? i get an error for double defining a class.

     

     

    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,""};
            };
    };

     


  11. 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!

    • Like 1

  12. 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


  13. 8 hours ago, Jnr4817 said:

    What different fog settings can there be if you wanted to just play an editor mission, like the array for

    
     600 setOvercast selectRandom [0,0.1,0.2,0.3,0.4,0.5,0.6,0.7,0.8,0.9,1.0]; 

    Currently, it is just zero'd out

    
    300 setFog [0, 0, 0]; 

    Thanks

    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. 


  14. 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.

    • Like 2

  15. 7 minutes ago, celludriel said:

    I once wanted to build a system in liberation when you start owning certain units the ai would make it their business trying to destroy that particular unit.  For example take the scorcher once you have it you could artillery bomb each and every single zone without any risk.  Now suppose there is a system that detects there is a scorcher anywhere on the map and they create a special assault mission with as sole purpose to kill that scorcher ... now the ai has a game going again.  Same goes with the wipeout, you are bombing the hell out of the comm towers ... fine lets put a wing of 4 interceptors on your ass.

     

    Never got to it though, it's not even that hard to write.  With zbug not maintaining the mission I just didn't see the point.

     

    The mission is coded to have air units spawn and fly about attacking random units, but I am sure there is a way to be scripted where those same air units would make the player-owned Scorchers a priority.

     

    I took the "super arty" out of my maps, because I thought it kind of spoiled things a bit personally. Made bombing the crap out of something wayyyy to easy.

    • Like 1

  16. On 2/22/2017 at 8:12 AM, celludriel said:

     

    Un Pbo my Simple CTI mission, look in the custom/modules folder, there might be some stuff you can learn from, including a random weather module

    Thanks for the suggestion, celludriel! That will definitely be helpful to compare to other scripts!

     

    Your CTI mission uses the randomweather2 script from meatball! :) I was looking at this the other night actually and was quite impressed! Right now though, my goal is to make things as simple as possible. For example, I worked this out in a mission the other night just screwing around and still have to play with the sleep value, but basically generates a smooth flowing stream of random weather.

     

    Super simple, and uses the new selectRandom command developed for Arma 3. I've only been messing with it a couple days now, but I like the results, every hour or so I get a random choice of weather, sometimes clear sunny skies, and sometimes rain and storms.

     

    I'll share here, and you or anyone else can do with it as they wish.

     

    while { true } do {

        1800 setOvercast selectRandom [0,0.1,0.2,0.3,0.4,0.5,0.6,0.7,0.8,0.9,1.0]; // Will select a random weather pattern from the array, Value(s) = 0 (sunny) - 1 (complete overcast/storms)
        sleep 15;
    };

     

    Also, in your init.sqf file, be sure to put the following:  null = [] execVM "(insertnamehere).sqf";

     

     

    • Like 1

  17. 1 hour ago, Emperias said:

    Hi everybody, 

     

    In first, thank you for this great coop mission.

     

    I have a problem with the positions of fob's saved building when I restart the mission.

    When I restart the mission, many of objects I saved before shutdown my server are moved of few meters. 

    I would like to know if this is a known issue.

     

    Thank you.

     

    If I'm understanding you correctly, is this in regards to you placing an object, say, a concrete wall, the server restarts, and things are shifted? I too have had this issue. Not quite sure what the bug is honestly. Something to do with the building coordinates getting saved when the mission saves but I haven't worked it out yet. I'll let you know if I find anything else. 

    7 hours ago, celludriel said:

     

    Point of this is that if zbug ever starts working on the mission again and updates the classnames.sqf file, you are pretty much screwed with the next mission updates.  That's why the classname_extensions.sqf are there.  One of my better ideas I suggested to him once :D  Yeah I know shameless self promotion .. sue me :D

     

    That is very true, but if I recall correctly, zBug has stated that he doesn't intend to pursue this project anymore as the constant updates with Arma 3 have been a bugger to keep Liberation working correctly.

     

    I could be wrong, but I remember this from our last correspondence. Also, I just update the classnames.sqf and that it. The classnames_extension.sqf just gives me, personally, too many issues, so I went straight to the source. The funny thing about Arma 3 is while one thing might work for someone, it may completely break or not work at all for someone else. I'm hoping with the reworking that I'm doing of the mission that things will run smoother, but I still have lots and lots left to learn. I just finally worked out how to create random weather for a mission the other day so I am making progress! :)

    • Like 1

  18. 5 minutes ago, diesel tech jc said:

    I'll check that next time I'n in the server...thanks for the reply...just gotta say after adjusting things to light vehicle and infantry with the RHS Conversion been having an absolute blast with this mission..I have a pretty small group so the infantry and light vehicle based stuff is great..not overwheleming but not easy at all but yet still doable..Thanks again for the reply Sil..much appreciated!

     

     

    Diesel

     

    No worries, man! Glad i could help!

     

    Also I might mention that I had better luck actually updating the classnames.sqf file itself, even though it is recommended not too. I personally could never get anything to work with the classname_extensions.sqf. 

     

    • Like 1

  19. 4 hours ago, diesel tech jc said:

    I'm having a UAV issue..for some reason it doesnt show up in the Arsenal..it used to be a UAV Backpack. I can find that in the editor but not the arsenal.

     

    I also listed the UAV itself(Darter) and the UAV Backpack in the classnames extensions so the mission should see it. Is this an issue with the mission itself or something with the arsenal?

     

     

    Diesel

     

    Never really had any issues with UAV deployment such as you are describing. To my knowledge, I never had to use a UAV backpack before?

     

    When setting up the your soldier in the Arsenal, you want to make sure to give your soldier a UAV Terminal. Without this, you cannot utilize any UAVs. Once you have your UAV purchased, you'll need to go over by the UAV and "connect" the terminal to the UAV in order to be able to control it.

    • Like 1

  20. 20 hours ago, D-man9000 said:

    To the above, I'm thinking it may be more of a performance thing with my hardware, perhaps.

     

    I have the AI count set to 100%, or whatever is the first tier that a dedicated server is recommended for.

     

    I run the dedicated server on the same desktop that I play as a client on. I get better performance that way, as opposed to a listen server.

     

    This issue only recently popped up, though. I'm just wondering if maybe I should try reducing the AI count.

     

    According to the map's server FPS dispay, we're always above 40 FPS.


    Are there server logs that might make sense to dig trhough?

     

    That is what I am suspecting too.

     

    I know the mission itself has in the neighborhood of 250 scripts that it calls on for Liberation. So the processes get eaten up pretty quick as far as calculations and all that good stuff. I am currently working on Liberation Redux, which will be a reworking of this mission with more updated code to try and make the mission a little less resource intensive and to try and make things run a bit more smoothly.

     

    The game engine tends to get bogged down with stuff after awhile with all the info it is keeping track of. Even after frequent server restarts after a couple of hours or so, it would have little to no effect in making things better as far as running.

    • Like 1

  21. On 2/8/2017 at 8:31 AM, BAScarface said:

    Ran into a little issue while editing my liberation mission on Taviana, Seems that the ammo boxes I get the recycle menu but all it shows for each resource is scalar nan. Tried it with the default ones as well as switching back to the rhs ones. Still the same results.

     

    Here's a screen shot

    JJQK5e2.png

     

    Anyone know what the issue might be?

     

     

    From what my understanding is, and anyone please feel free to chime in to correct me if I'm wrong, but this basically indicates that a variable is trying to be used which has not been defined or does not exist. I'll have to pick it apart more to be more specific for you, but as long as you are updating the classnames.sqf with the proper model name for the ammo box you wish to use, it should work okay.

     

    I'll try and see if I can replicate your issue as well as this is a curious error and I'd like to know how to fix it if it ever pops up for me. Thank you for sharing.

     

    21 hours ago, Kirby said:

    Hey, I've been having a couple of issues in my group's dedi - Not sure if it's been posted in-thread before - But our Secondary Objectives have stopped functioning and FOB objects shift around noticeably on restart.

     

    We'll hunt the logs down, but it's hard to pinpoint when objectives died or the shifting started, and we haven't reset the entire mission yet to see if it fixes itself (We're close to polishing off the island). Just wanted to ask if this is known about at all. Currently playing Altis, with ACE. Only modifications have been add a few vehicles/buildings to the classnames extension and ACE in-editor modules.

     

    I, too, had this problem on multiple occasions with both Altis and Tanoa, with and without mods. 

     

    My theory is that it just the sheer amount of stuff that it is forced to keep track of. On mission start, not such a big deal because barely anything there, not really any FOBs down except one or two, and active sectors are minimal. Once you get towards mission end, things do tend to get a bit more dicey with the mission keeping track of all the sectors you took control of and everything that's been built as far as FOBs and such. I'm working on a way to optimize this.


  22. Hello everyone! 

     

    Just wanted to let everyone know I haven't forgotten about you and have been plugging away slowly but surely on this side!

     

    Here are some videos of the a couple of the things I've worked out over the last few weeks:

     

     

    Everything contained here is using the Unsung Vietnam mod Delta Version. :)

     

    Still lots and lots of work left to be done, but have learned much on the journey! Stay tuned for more updates!

     

    ~Sil~

    • Like 1

  23. 2 hours ago, diesel tech jc said:

    Well crap..now I might have to actually download and run the Vietnam Mod..LOL

     

    Diesel

     

    You still have to download and run I'm afraid... ;(

    BUT... I promise it is the best 10 gigs you can use for Arma3 ever!

    They have come quite a long way so far!

     

    I mostly took a break to wait for the Delta release to come out.

     

    I also mainly burned out before because of how cumbersome I allowed everything to become. At one point, it started to feel like work more than it did fun and a game. So as to avoid that this time, I'll be doing things slowly at first and kind of work my way back into things.

     

    You guys and your enthusiasm always pushed me before though, so, we will see where things take us!

     

    ~Sil~

     

    • Like 2

  24. Hello everyone!

     

    Sorry for my long absence, decided to take a break for awhile as my old PC was starting to crap itself, so wanted to get a new rig built before I put anymore effort into any scripting or mission editing.

     

    I hope you all have been well and had a very good holiday!

     

    Project that I will start working on again here over the next few weeks will be the Liberation Unsung Vietnam conversion. On my test server I had up before Christmas, I would argue that the preliminary format I had up was one of the most played and popular so I hope to get some good progress on that made.

     

    I hope you all have been well! 

    • Like 3
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