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Posts posted by aussie battler
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Thanks @El' Rabito you are a legend. I understand why I shouldn't run the buffer script before restarts now 🙂
Thanks for sharing this fix.
I just read this in rcon, looking forward to using the fix...
Jeffrey.: wow this mystery of stuff vanishing when we log is really starting to shit me . i logged out yesterday long before the timer started and now i still lose gear. I shake my fist 🙂 -
Thanks for the update. Why is it now important to kick players before running the clear buffers?
Is it because it updates the database & then clears the cache. Making a chance that the database wont update before restart?
ExileSystemPlayerSaveASYNC deleteAt _forEachIndex;
I have been running the clear buffer script with infistar restart warnings. I run it at 15 minutes 10 minutes, 5 minutes & 1 minute until restart with no complaints from players. Just thought I would ask before updating the clear buffer file.
Hope that you are doing well :) -
@pierremgi you are a legend, that is perfect. Thanks for the fast reply.
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Is there a way to add an eventhandler to disallow player ai getting into gunner?
Players are taking advantage of the ai targeting sytem. They fly a chopper with ai in gunner. Ai will target a player (but wont fire), players then switch to gunner & let hell rain.
I am wondering if ther is some sort of event handler to ban an ai getting in the chopper's gunner seat?
// in the spawn ai code: while {true} do { if vehicle player isKindOf "helicopter"; [_soldier1] allowGetIn false; };
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Love your work @El' Rabito thanks for the fix. I cant believe it has taken players a few years to notice base objects not despawning. Better late than never 🙂
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I cant wait for this map, great work 🙂
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@Harzach my bad. 🙂 Thanks for letting me know.
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@pognivet & anyone else after this:
https://github.com/aussie-battler/Engima-Civilians-Traffic-Zombies
...keeping the dream alive. Thanks goes out to Engima.
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Thanks @Gunter Severloh I was getting worried that IFA3 had a copyright strike or that the owner removed it. Thanks for the link to the backup files.
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@determity@googlemail.com good work on porting escape to Columbia. To get evac boats to work you just need to set the evac boat waypoints in eden by opening your mission.sqm. I havent looked at your files, but if you set them up correctly the boat evac is called randomly. Maybe run your mission file in Eden & run this in the debug console
[] spawn A3E_fnc_SelectExtractionZone;
Keep running the command until an extraction point appears near the water.
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@tinter thANKS for the reply. I was worried that furniture would spawn inside each other if I included all the files.
Ill just include all the files to get the most of all buildings. Love your work, this mod has such great performance.-
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@determity@googlemail.com you should try fully porting the missions & not just use similar sized maps.
When you go to escape the extraction points might be in places that wont work. Players will get frustrated if the helicopters can't land.
Just open escape Thirsk's mission file in the editor, select all (ctrl + a) & copy (ctrl + c). Now open up Kunduz & paste (ctrl + v). Zoom in on the extraction points to check if they are in good positions. Adjust the road and position markers. Save the Kunduz mission file 🙂
To port the comm centers, village markers & patrol boats use this: https://github.com/NeoArmageddon/co10_Escape/tree/master/Editing_and_Porting
Rename the mission file to your map. Open up the mission file & set your markers. Place the export in the island folder. Play as the unit & use the radio to export. All the instructions are already on the mission map made by @NeoArmageddon & @scruffy -
@tinter thanks for the reply. I had the rest of my question hidden in a spoiler, sorry for the confusion:
// can run both of these:
#include "compositions\beesting_CUP.sqf"
#include "compositions\city.sqf"
// can only run one of these:
//#include "compositions\jono_deserted.sqf"
#include "compositions\jono_fortified.sqf"
// can run all of these:#include "compositions\jono_houses.sqf"
#include "compositions\jono_military.sqf"
#include "compositions\lived_in.sqf"
// can only run one of these:
// #include "compositions\livonia.sqf"
#include "compositions\livonia_nonmodern.sqf"
// can only run one of these:
//#include "compositions\orange_prewar.sqf"
#include "compositions\orange_war.sqf"
// #include "compositions\orange_postwar.sqf"
// can only run one of these:
//#include "compositions\ravage_clean.sqf"
#include "compositions\ravage_dirty.sqf"
// can only run one of these:
#include "compositions\vn_huts.sqf"
// #include "compositions\vn_huts_vc.sqf"
// can run all of these:
#include "compositions\weferlingen_cup.sqf"
#include "compositions\weferlingen_lived_in.sqf"
#include "compositions\WF_houses_cup.sqf"-
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@tinter I run servers that run multiple maps on rotation. Was wanting to run as many of the compositions as possible without having a furniture pile up 🙂
Would it be correct in saying that you can run the following compositions without any buildings doubling up?
Spoiler// can run both of these:
#include "compositions\beesting_CUP.sqf"
#include "compositions\city.sqf"
// can only run one of these:
//#include "compositions\jono_deserted.sqf"
#include "compositions\jono_fortified.sqf"
// can run all of these:#include "compositions\jono_houses.sqf"
#include "compositions\jono_military.sqf"
#include "compositions\lived_in.sqf"
// can only run one of these:
// #include "compositions\livonia.sqf"
#include "compositions\livonia_nonmodern.sqf"
// can only run one of these:
//#include "compositions\orange_prewar.sqf"
#include "compositions\orange_war.sqf"
// #include "compositions\orange_postwar.sqf"
// can only run one of these:
//#include "compositions\ravage_clean.sqf"
#include "compositions\ravage_dirty.sqf"
// can only run one of these:
#include "compositions\vn_huts.sqf"
// #include "compositions\vn_huts_vc.sqf"
// can run all of these:
#include "compositions\weferlingen_cup.sqf"
#include "compositions\weferlingen_lived_in.sqf"
#include "compositions\WF_houses_cup.sqf"-
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@tinter thanks for the update, this is going on our Cam Lao Nam server. I love that this mod makes towns feel more realistic and random. At the same time having little to no FPS hit.
Thanks for sharing.-
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It was so sad to read that @GEORGE FLOROS GR has cancer. He has done allot for me over the years, I hope that he comes though it.
I have uploaded all the GF_Scripts I had here: https://github.com/aussie-battler/GEORGE-FLOROS-GR-Arma3-Scripts
It would be a shame to have them go to waste now that armaholic has gone.-
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Thanks for sharing, looking forward to giving this a crack.
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Great work, I love the variety in each building. Thanks for sharing.
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Thanks for the huge update, love your maps.
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On 3/24/2021 at 4:54 PM, pierremgi said:If you want various (credible) sizes for all units, here is a little script, tested in SP, should work in MP... performance impact probably depending on number of groups and units.
I hope I reduced it by tracking units with enabled simulation only (so, don't forget to use the dynamic simulation as performance tool)
In Init.sqf
["STpopulation","onEachFrame", { { { if (local _x && simulationEnabled _x) then { if (isNil {_x getVariable "tall"}) then { _x setVariable ["tall" , 1 + ((random 0.3^1.4)* selectRandom [-1,1.2]) ,TRUE]; }; _x setObjectScale (_x getVariable ["tall",1]) }; } forEach units _x; } forEach allGroups; }] call bis_fnc_addStackedEventHandler;
Hi @pierremgi Thanks for sharing the code. I can get the code to work in editor, but not when I spawn in a group during a mission. I was wondering if you can see where I have gone wrong please 🙂
The units spawn in at normal size (see "Start Giants"):Spoiler/* ----------------------------------------------------------------------------
Function: BLWK_fnc_createSuicideWaveDescription:
creates the suicide bombers and sends them towards The CrateExecuted from "BLWK_fnc_handleSuicideWave"
Parameters:
0: _unitsToWorkWith : <ARRAY> - Units to potentially turn into bombersReturns:
NOTHINGExamples:
(begin example)[unitsArray] call BLWK_fnc_createSuicideWave;
(end)
Author(s):
Hilltop(Willtop) & omNomios,
Modified by: Ansible2 // Cipher
---------------------------------------------------------------------------- */
params ["_unitsToWorkWith"];private _numberOfBombers = round (count _unitsToWorkWith / 4);
private _bombersArray = _unitsToWorkWith select [0,_numberOfBombers];private "_unitGroupTemp";
_bombersArray apply {
_unitGroupTemp = group _x;
[_unitGroupTemp] call CBAP_fnc_clearWaypoints;
[_unitGroupTemp, BLWK_mainCrate, 5, "MOVE", "CARELESS"] call CBAP_fnc_addWaypoint;
//start giants
["giant","onEachFrame", {
{
{
if (local _x && simulationEnabled _x) then {
if (isNil {_x getVariable "tall"}) then {
_x setVariable ["tall" ,4,TRUE];
};
_x setObjectScale (_x getVariable ["tall",1])
};
} forEach units _x;
} forEach _unitGroupTemp;
}] call bis_fnc_addStackedEventHandler;
// ["small_man","onEachFrame", {{_x setObjectScale 0.5} forEach _bombersArray;}] call bis_fnc_addStackedEventHandler;
//end giants// aussie added suicide uniform by KilzoneKid
private ["_expl1","_expl2","_expl3"];removeHeadgear _x;
removeVest _x;
_x addVest "V_HarnessOGL_brn";
_x addHeadgear "H_ShemagOpen_khk";
_expl1 = "DemoCharge_Remote_Ammo" createVehicle position _x;
_expl1 attachTo [_x, [-0.1, 0.1, 0.15], "Pelvis"];
_expl1 setVectorDirAndUp [ [0.5, 0.5, 0], [-0.5, 0.5, 0] ];
_expl2 = "DemoCharge_Remote_Ammo" createVehicle position _x;
_expl2 attachTo [_x, [0, 0.15, 0.15], "Pelvis"];
_expl2 setVectorDirAndUp [ [1, 0, 0], [0, 1, 0] ];
_expl3 = "DemoCharge_Remote_Ammo" createVehicle position _x;
_expl3 attachTo [_x, [0.1, 0.1, 0.15], "Pelvis"];
_expl3 setVectorDirAndUp [ [0.5, -0.5, 0], [0.5, 0.5, 0] ];
// end suicide uniform};
I also tried running the "call bis_fnc_addStackedEventHandler;" in my mission init with no luck 😞
There are no error messages in the logs.
Any way to filter small roads on Tanoa
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
Hi
I wanted to copy all the road coords from a map. Im using this code but it doesn't seem to include dirt roads & stops at bridges.
copyToClipboard str (([worldSize / 2,worldSize / 2,0] nearRoads worldSize) apply {getPosATL _x})
The code outputs this: [[3111.75,2036.98,0],[3134.69,2032.94,0],[3161.04,2028.5,0] blaa blaa blaa]
Anyone have any idea how to include dirt roads & continue the path over bridges?
Not sure if this thread is still alive ? 🙂