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Posts posted by Caluu66x
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dear sir, when is the 1.43 update?
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how do i get the fog script to work by itself? example i moved the fog script into mission folder, but does not work, it says it needs the tpw_core.sqf, i have placed tht along side in the mission folder and the fog still does not work.
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when is next update due?
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Possible bug. Safe zone not deleting ai that which spawn Inside safe zone.
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ya'll calm down, this aint the place to bitch and whine, go to call of duty of facebook for tht crap.
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thanks for the hardwork TPW, great mods! love the fireflies! :D
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10 hours ago, tpw said:Thanks muchly for the input Serena, I appreciate it. With regards to your comments:
Repetition: you have a point, but then again it's a problem with every other furnished building in Arma. It'll be trivial to add randomised templates once I have more than 1 for a given building.
Random placement: Believe me I tried all sorts of things before settling on the template implementation! The randomised approach makes it very difficult to correctly rotate and line up spawned items within buildings in a way that looks believable and doesn't impede AI. But YMMV :)
Your placement script: very cool indeed!
Mate you can put whatever classnames you want into the tpw_furniture_items array and use them in your compositions. It sounds like you're after a more military version of the system rather than the civ version, which would obviously have some different requirements (longer spawn distances etc). I hadn't really thought that idea through, but it wouldn't be hard to implement and would definitely liven things up around bases. Cheers for that.
If you encounter a dodgy item, can you please hit esc and run in the console
hint str (typeof (nearestbuilding player))That'll give you the building type which you can report to me. Thanks!
Land_school_01_F
Floating white chair and odd angle desk.
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i found a desk thats at an odd angle, not sure how to put a screenshot in here to show u, but its placed in the town of doodstil in one of the buildings that has 4 desks and chairs, like a long building with the blue doors.
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12 hours ago, Alwarren said:Hm, if you think this is a bug please make a ticket on our issue tracker http://bugs.cup-arma3.com. Thank you.
link dead
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how do i make my trigger play more then 1 sound?
example:
class CfgMusic
{
tracks[]={};
class cluck
{
name = "cluck";
sound[] = {\music\cluck.ogg, 1, 1.0};
};
class bark2
{
name = "bark2";
sound[] = {\music\bark2.ogg, 1, 1.0};
};
class dog_howl
{
name = "dog_howl";
sound[] = {\music\dog_howl.ogg, 1, 1.0};
};
class barkmean2
{
name = "barkmean2";
sound[] = {\music\barkmean2.ogg, 1, 1.0};
};
class barkmean3
{
name = "barkmean3";
sound[] = {\music\barkmean3.ogg, 1, 1.0};
};
};i want my trigger to make all the bark sounds but at different times please.
1 fademusic 1; "bark2";
1 fademusic 1; "barkmean2";
ETC ETC
how do i get that to work so it will play all 4 bark sounds but at different times so its not mashed together into a pile of wierd sounds?
i want my ON ACTIVATION to play it so it does it over 15-30 seconds and then repeats. or whtever works.
example: I have placed the animal site with 4 dogs, i have placed a trigger wrote this in the ON ACT:
1 fademusic 1; "bark2";then wrote this in ON DEAACTIVATION:
1 fademusic 0;now it plays it wonderfully but i want it to be able to play all 4 music tracks of dogs barking and the howl. How do i write my trigger?
anyone grunt from someone would be greatly appreciated. thanks.
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Just now, tpw said:It works if you are prepared to run scripts manually, but at the moment the system is limited to a few house types on Tanoa, I am working on more, but it is slow going and hard work, which is why I have asked for help.
If you just want to wait for the mod version, it will be a few days.
BTW, it's sir, not madam. You should be able to tell by the male walrus :)
haha ok, i think i have the fireflies working manually with ur script in my mission folder with the init, but i shall wait, id love to help but im no good at the scripting and making of things lol
thanks again good SIR! haha :D
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3 hours ago, tpw said:AMBIENT FURNITURE - REQUEST FOR HELP

Hi everyone. I've been hard at work on an ambient furniture script. Believe me when I say this is not trivial, but I have finally come up with a couple of WIP scripts:
tpw_furniture.sqf scans for the nearest building around the player, matches the building type to a building specific list of furniture and offsets, and then spawns the simulation disabled furniture into the house. Currently it only spawns furniture into a couple of small Tanoa house types (especially the green and pink house).
/*
HOUSE AMBIENT FURNITURE SCRIPT
tpw 20170104
*/// FURNISH HOUSE
tpw_furnish_fnc_populate =
{
private ["_bld","_type","_items","_item","_offset","_angle","_bld","_pos"];
_bld = _this select 0;
_type = typeof _bld;
// Assign appropriate furnishing template for house
switch _type do
{
case "Land_House_Small_03_F":
{
if (_bld getvariable ["tpw_furnished",0] == 0) then
{
_bld setvariable ["tpw_furnished",1];
_items = [["Land_WoodenTable_large_F",[-3.04688,-1.09473,-1.32258],-177.826],["Land_ChairWood_F",[-4.02051,-1.66113,-1.32258],102.879],["Land_ChairWood_F",[-3.95264,-0.40918,-1.32258],72.8789],["Land_ChairWood_F",[-2.96143,0.394531,-1.32258],1.36459],["Land_ShelvesWooden_F",[-2.70898,3.6416,-1.32258],-180.168],["Land_ShelvesWooden_F",[-3.58252,5.09668,-1.32258],-89.0166],["Fridge_01_closed_F",[-6.14307,5.00391,-1.32258],0.283615],["Land_BarrelWater_F",[-5.05859,4.875,-1.32258],-12.9616],["Land_PlasticCase_01_small_F",[-2.63818,2.64941,-1.32258],-0.86998],["Land_Sacks_goods_F",[-5.83984,2.27734,-1.32258],146.318],["Land_Sack_F",[-5.77539,0.879883,-1.32258],-183.514],["Land_Sack_F",[-5.87988,-1.62305,-1.32258],-74.1766],["Land_Sacks_heap_F",[2.4209,-1.18457,-1.32258],79.303],["Land_CanisterPlastic_F",[2.64453,0.347656,-1.32258],2.86423],["Land_GasTank_01_blue_F",[2.66113,1.92578,-1.32258],2.86423],["Land_Basket_F",[0.0766602,-1.71875,-1.32258],-7.47496],["Land_Basket_F",[-1.5332,2.85645,-1.32258],-140.148],["Land_Metal_rack_Tall_F",[-1.91113,4.40332,-1.32258],91.9407],["Land_Metal_rack_Tall_F",[0.318359,4.99023,-1.32258],-1.69688]];
};
};
case "Land_House_Small_04_F":
{
if (_bld getvariable ["tpw_furnished",0] == 0) then
{
_bld setvariable ["tpw_furnished",1];
_items = [["Land_WoodenTable_large_F",[-1.66309,-3.93457,-0.864875],-180.002],["Land_RattanChair_01_F",[-0.495117,-4.66602,-0.86476],-185.523],["Land_RattanChair_01_F",[-0.614258,-3.41992,-0.864752],-95.9327],["Land_RattanChair_01_F",[-1.5791,-2.18408,-0.86497],-10.4366],["Land_WoodenCounter_01_F",[3.91211,-2.41406,-0.86588],91.3104],["Land_ShelvesWooden_F",[0.543945,1.9248,-0.865171],-174.964],["Land_Sacks_goods_F",[0.27002,3.65137,-0.86414],-63.6292],["Land_Basket_F",[0.648438,0.700684,-0.865187],-115.737]];
};
};
case "Land_House_Small_06_F":
{
if (_bld getvariable ["tpw_furnished",0] == 0) then
{
_bld setvariable ["tpw_furnished",1];
_items = [["Land_TablePlastic_01_F",[-1.41699,-4.63379,-1.00068],-178.977],["Land_ChairPlastic_F",[0.0175781,-3.98975,-1.00068],-132.682],["Land_ChairPlastic_F",[-2.93457,-3.97656,-1.00068],-32.8382],["Land_ChairPlastic_F",[-1.40234,-3.51807,-1.00068],-84.6655],["Land_WoodenTable_large_F",[-2.25391,1.56348,-1.00068],-88.8574],["Land_WoodenCounter_01_F",[1.86621,-3.7085,-1.00068],91.8469],["Land_Metal_rack_F",[2.27832,0.189453,-1.00068],-90.243],["Land_Basket_F",[-4.02246,1.79492,-1.00068],45.8277],["Land_Sack_F",[-3.87305,0.850586,-1.00068],77.0597],["Land_Sack_F",[-4.0918,-0.185547,-1.00068],-177.337],["Land_PlasticCase_01_small_F",[-3.97559,-5.03857,-1.00068],-89.3508],["Land_CanisterFuel_F",[-3.97266,-4.03271,-1.00068],-53.4766]];
};
};
};
// Furnish house appropriately
if (_bld getvariable "tpw_furnished" == 1) then
{
_bld setvariable ["tpw_furniture",_items];
_bld setvariable ["tpw_furnished",2];
_dir = getdir _bld;
{
_item = _x select 0;
_offset = _x select 1 vectoradd [0,0,-0.1];
_angle = _x select 2;
_dir = getdir _bld;
_pos = _bld modeltoworld _offset;
_item = _item createvehiclelocal _pos;
_item setposatl _pos;
_item setdir (_dir - _angle);
_item enablesimulation false;
} foreach _items;
};
};// SCAN FOR NEAREST HOUSE TO FURNISH
while {true} do
{
_bld = nearestbuilding player;
0 = [_bld] call tpw_furnish_fnc_populate;
sleep 2;
};tpw_furniture_place.sqf this allows the player to select the appropriate furniture item in game, rotate it, and place it near/within the nearest house. Once the house has been fully furnished the array of furniture/offsets are pasted from the clipboard and used in tpw_furniture.sqf. It's not very flashy but it's 1000% faster than trying to do it in the editor.
/*
FURNITURE PLACEMENT SCRIPT
tpw 20170104
*/sleep 5;
hint "Furniture placement active";
// Items
tpw_furniture_items = ["Land_CampingChair_V2_F","Land_CampingTable_F","Land_CampingTable_small_F","Land_ChairPlastic_F","Land_CampingChair_V1_F","Land_TablePlastic_01_F","Land_RattanChair_01_F","Land_WoodenTable_large_F","Land_WoodenTable_small_F","Land_WoodenCounter_01_F","Land_ChairWood_F","Land_TableDesk_F","Land_OfficeCabinet_01_F","Land_OfficeChair_01_F","OfficeTable_01_new_F","OfficeTable_01_old_F","Land_CashDesk_F","Land_Icebox_F","Land_Metal_rack_F","Land_Metal_rack_Tall_F","Land_ShelvesMetal_F","Land_ShelvesWooden_F","Land_Pillow_camouflage_F","Land_Pillow_grey_F","Land_Pillow_old_F","Land_Sleeping_bag_F","Land_Sleeping_bag_blue_F","Land_Sleeping_bag_blue_folded_F","Land_Sleeping_bag_brown_F","Land_Sleeping_bag_folded_F","Land_Ground_sheet_F","Land_Ground_sheet_folded_blue_F","Land_Ground_sheet_folded_F","Land_Camera_01_F","Land_FlatTV_01_F","Land_FMradio_F","Land_Laptop_device_F","Land_Microwave_01_F","Fridge_01_closed_F","Land_Tablet_01_F","Land_BakedBeans_F","Land_Can_Dented_F","Land_Can_V2_F","Land_Can_V3_F","Land_Can_Rusty_F","Land_Can_V1_F","Land_Canteen_F","Land_CerealsBox_F","Land_Tableware_01_fork_F","Land_Tableware_01_knife_F","Land_Tableware_01_spoon_F","Land_FoodContainer_01_F","Land_Ketchup_01_F","Land_Mustard_01_F","Land_Tableware_01_stackOfNapkins_F","Land_BottlePlastic_V1_F","Land_Tableware_01_cup_F","Land_Tableware_01_tray_F","Land_PowderedMilk_F","Land_RiceBox_F","Land_TinContainer_F","Land_BottlePlastic_V2_F","Land_LuggageHeap_03_F","Land_LuggageHeap_01_F","Land_LuggageHeap_02_F","Land_Basket_F","Land_CratesShabby_F","Land_Sack_F","Land_Sacks_goods_F","Land_Sacks_heap_F","Land_BarrelWater_F","Land_PlasticCase_01_large_F","Land_PlasticCase_01_small_F","Land_Suitcase_F","Land_CanisterFuel_F","Land_CanisterPlastic_F","Land_GasCooker_F","Land_GasTank_01_blue_F"];// vars
tpw_furniture_index = 0;
tpw_furniture_angle = 0;
tpw_furniture_itemcount = (count tpw_furniture_items) - 1;
tpw_furniture_lastchange = time;// Initial ball
tpw_furniture_ball = "sign_sphere10cm_f" createvehiclelocal position player;
tpw_furniture_ball attachto [player,[0,2,0]];
tpw_furniture_item = "Land_HelipadEmpty_F" createvehiclelocal position player;
tpw_furniture_item attachto [player,[0,2,1]];tpw_furniture_fnc_updateitem =
{
deletevehicle tpw_furniture_item;
tpw_furniture_item = (tpw_furniture_items select tpw_furniture_index) createvehiclelocal position player;
tpw_furniture_item attachto [player,[0,2,1]];
tpw_furniture_item setdir tpw_furniture_angle;
};
tpw_furniture_fnc_placeitem =
{
tpw_furniture_bld = nearestbuilding player;
tpw_furniture_dir = getdir tpw_furniture_bld;
tpw_furniture_ballpos = tpw_furniture_bld worldtomodel getposatl tpw_furniture_ball;
tpw_furniture_pos = tpw_furniture_bld modeltoworld tpw_furniture_ballpos;tpw_furniture_lastitem = (tpw_furniture_items select tpw_furniture_index) createvehiclelocal tpw_furniture_pos;
tpw_furniture_lastitem setposatl tpw_furniture_pos;
tpw_furniture_lastitem setdir (getdir tpw_furniture_item);
tpw_furniture_lastitem enablesimulation false;
hintsilent format ["%1,%2,%3,%4",typeof tpw_furniture_bld,tpw_furniture_items select tpw_furniture_index,tpw_furniture_ballpos,tpw_furniture_dir - getdir tpw_furniture_lastitem];
_list = tpw_furniture_bld getvariable ["tpw_furniture",[]];
_list pushback [tpw_furniture_items select tpw_furniture_index,tpw_furniture_ballpos,tpw_furniture_dir - getdir tpw_furniture_lastitem];
tpw_furniture_bld setvariable ["tpw_furniture",_list];
copytoclipboard format ["%1,%2",typeof tpw_furniture_bld,_list];
};tpw_furniture_fnc_deleteitem =
{
deletevehicle tpw_furniture_lastitem;
_list = tpw_furniture_bld getvariable "tpw_furniture";
_list deleteat ((count _list) - 1);
tpw_furniture_bld setvariable ["tpw_furniture",_list];
};
(findDisplay 46) displayAddEventHandler ["keyDown", "_this call tpw_furniture_fnc_keys"];
tpw_furniture_fnc_keys =
{
private["_ctrl","_alt","_key"];
_ctrl = _this select 3;
_alt = _this select 4;
_key = _this select 1;
if (_ctrl && _alt && time > tpw_furniture_lastchange) then
{switch _key do
{
case 200: // arrow up, scroll back through items
{
tpw_furniture_lastchange = time + 0.1;
tpw_furniture_index = tpw_furniture_index - 1;
if (tpw_furniture_index < 0) then
{
tpw_furniture_index = tpw_furniture_itemcount;
};
0 = [] call tpw_furniture_fnc_updateitem;
};
case 208: // arrow down, scroll down through items
{
tpw_furniture_lastchange = time + 0.1;
tpw_furniture_index = tpw_furniture_index + 1;
if (tpw_furniture_index > tpw_furniture_itemcount) then
{
tpw_furniture_index = 0;
};
0 = [] call tpw_furniture_fnc_updateitem;
};
case 203: // arrow left, rotate left
{
tpw_furniture_lastchange = time + 0.1;
tpw_furniture_angle = tpw_furniture_angle - 15;
if (tpw_furniture_angle < 0) then
{
tpw_furniture_angle = 360 + tpw_furniture_angle;
};
0 = [] call tpw_furniture_fnc_updateitem;
};
case 205: // arrow right, rotate right
{
tpw_furniture_lastchange = time + 0.1;
tpw_furniture_angle = tpw_furniture_angle + 15;
if (tpw_furniture_angle > 360) then
{
tpw_furniture_angle = tpw_furniture_angle - 360;
};
0 = [] call tpw_furniture_fnc_updateitem;
};
case 156: //numpad enter, place item
{
tpw_furniture_lastchange = time + 0.1;
0 = [] call tpw_furniture_fnc_placeitem;
};
case 82: // numpad 0, delete last item
{
tpw_furniture_lastchange = time + 0.1;
0 = [] call tpw_furniture_fnc_deleteitem;
};
};
};
};It turns out that writing the code was the easy part. Actually placing all the furniture in the dozens of building types on Tanoa and Altis (let alone 3rd party maps) is going to be a big job that I don't have the patience for. But I'm hoping that some of you might care to help me out by running tpw_furniture_place.sqf and PMing me the resultant output. The program is easy to use:
1 - It starts up with a yellow ball in front of the player. This represents the target for placement
2 - ctrl + alt + up/down arrows allow you to select the furniture item
3 - ctrl + alt + left/right arrows allow you to rotate the item
4 - ctrl + alt + keypad enter places the item at the target
5 - ctrl + alt + keypad 0 deletes the last placed object
6 - once you've furnished a house alt-tab back to your text editor and paste the clipboard, which should look something like this
Land_House_Small_04_F,[["Land_WoodenTable_large_F",[-1.66309,-3.93457,-0.864875],-180.002],["Land_RattanChair_01_F",[-0.495117,-4.66602,-0.86476],-185.523],["Land_RattanChair_01_F",[-0.614258,-3.41992,-0.864752],-95.9327],["Land_RattanChair_01_F",[-1.5791,-2.18408,-0.86497],-10.4366],["Land_WoodenCounter_01_F",[3.91211,-2.41406,-0.86588],91.3104],["Land_ShelvesWooden_F",[0.543945,1.9248,-0.865171],-174.964],["Land_Sacks_goods_F",[0.27002,3.65137,-0.86414],-63.6292],["Land_Basket_F",[0.648438,0.700684,-0.865187],-115.737]]7 - move to another house and start the process over. The clipboard will clear each time you move house.
Caveats:
1 - As you know, Arma3 only provides a pretty poor selection of furnishings. No beds, couches, rugs etc. But there's enough to at least provide the illusion of habitation
2 - Please resist the urge to fill houses chock a block with items, which will get in the way of AI and tank the framerate.
3 - My placement script only allows for placing items on the floor, not on other items.
Please PM me if you're interested. Thanks in advance for any help. If none of you choose to help, I'll still release the mod eventually, it will just take longer and I won't listen to any bitching about the artistry of my work!
Does this mean its working? thnks for the hard work sir/madam!
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4 hours ago, johnnyboy said:No problemo, Caluu. Just download mission zip file in OP. You will find the sound files in this directory: JBOY\Sound
thanks bro
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dear jboy, may i have only the sounds for chickens and the crows please? i cant find any anywhere.
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38 minutes ago, Caites said:Hello guys. Was not playing for a while (since 1.39). Which AI bots mod works best with Ravage right now? I was using bCombat with no issues back then, but wonder maybe something else works better? ty
bCombat works wonderful still with this, its wht i am using!! :D
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dear CUP ppl, modders and others.
how do i get the CUP sounds to work? im making a mission and i see tht there is a thing under triggers tht lets me use sounds and SFX, i want to use a animal module/site for chickens/poultry and i want the chicken sound to play when i enter the trigger radius, but the CUP chicken sound is not working, i have all CUP installed: weapons, maps, core, units, vehicles.
did i do soemthing wrong?
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Does the arma 3 difficulty slider work in conjunction with this mod? Like if I play on normal and drop difficulty to recruit will that make the ai easier and less likely to shoot me? Also LOVE this mod!!
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Please do furniture!!! Thanks for update good sir/madam!!!
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On 30/12/2016 at 7:22 AM, Evil Organ said:Just to clarify, it works with or without the semi-colon, the semi-colon is required if additional code is being added to the unit's init.

I tried this but I get some wierd menu entry thing and this...
0= trademenu pushback ["exit...'
Error undifined variable in expression: _shoptype
File ravage\actions\buymenu.sqf, line 19
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Please update with funiture mod spawner thing please. Houses and buildings are far to empty for me.
Thanks
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How do I change a recruited survivor from a pistal to an extra rifle and ammo I have in my truck?
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5 hours ago, CrossGTX said:Hello Caluu66x! You are asking pretty much same questions as I was a short while back. :)
1. You need to be on a side for Survivors to be recruitable. Either BLUFOR, OPFOR or INDEP. To turn a civilian onto a side do the following (example): Place a civilian, Place an OPFOR unit nearby, Connect them holding Ctrl + Using Mouse, Delete OPFOR Unit. Now your civilian unit will be OPFOR and will be able to recruit OPFOR Survivors and wear ANY type of uniform.
2. You don't HAVE to be BLUFOR as long as you are the same side as SURVIVORS.
3. Loot spawn glitches I guess is just something we have to live with.
I believe you have to set relations via RAVAGE Ambient AI Module. Example:
Hostile: OPFOR
Hostile2: INDEP
Friendly: BLUFOR Survivors.
In this scenario you would have to be BLUFOR to recruit, but you can switch it to your liking.
Best of luck!
Hey do I need to sync them together or basically group it then delete the indep or opfor or Blufor unit? When I ctrl click my character plus the opfor/blufor/indep it brings up the line boxes around both characters. Is that wht u mean? Also has a wierd like prvt first class looking symbol on the Blufor guy. Maybe show me a video of what u mean good sir/madam.
Edit: ctrl+left click the opfor/blufor/indep character right?
Then delete?
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2 hours ago, Evil Organ said:Ahh.....the conga line, well we certainly have come a long way from this.....

Haha wtf! That's amazing!
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16 minutes ago, CrossGTX said:Hello Caluu66x! You are asking pretty much same questions as I was a short while back. :)
1. You need to be on a side for Survivors to be recruitable. Either BLUFOR, OPFOR or INDEP. To turn a civilian onto a side do the following (example): Place a civilian, Place an OPFOR unit nearby, Connect them holding Ctrl + Using Mouse, Delete OPFOR Unit. Now your civilian unit will be OPFOR and will be able to recruit OPFOR Survivors and wear ANY type of uniform.
2. You don't HAVE to be BLUFOR as long as you are the same side as SURVIVORS.
3. Loot spawn glitches I guess is just something we have to live with.
I believe you have to set relations via RAVAGE Ambient AI Module. Example:
Hostile: OPFOR
Hostile2: INDEP
Friendly: BLUFOR Survivors.
In this scenario you would have to be BLUFOR to recruit, but you can switch it to your liking.
Best of luck!
Thank you good sir. Very good information there.
Thanks.
Caluu66x
Zombies & Demons 5.0
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
Hi zombies randomly Disappear for me after they spawn, like even the bodies, then they begin respawning after the count down on respawner thingy, zeds will disapear maybe2-3 min after they spawn, like full on disappear, the whole group of them.
My mod list::
CBA
3den enhanced
arma enhanced movment
ALive
Ryans zombies and demons
dynasound 2
enhanced soundscape
jsrs4:apex
Underfire v0.2
Have all DLC except JETS