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Gen. MERICA

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Everything posted by Gen. MERICA

  1. I have been trying to get cfgClutter to appear with no avail, I have tried following the atlas guide and PMC's guide however I still don't quite understand what is needed, nor why what I have isn't working. First I would like to see if I understand what is supposed to happen before I post everything I have. CfgSurfaces apply CfgSurfaceCharacters when it finds a match with the designated layers in layers.cfg, then it references CfgClutter for what to spawn. Is this correct? Either way here is everything else Layers.cfg class Layers { class tut_grass_green { texture = ""; material = "BIO\BIO_IwoJima\data\tut_grass_green.rvmat"; }; }; class Legend { picture = "maplegend.png"; class Colors { tut_grass_green[] = {{ 230, 230, 120 }}; }; }; cfgClutter.hpp class Clutter { class BIO_IwoJima_GrassGreenGroup: DefaultClutter { model = "A3\plants_f\Clutter\c_StrGrassGreen_group.p3d"; affectedByWind = 0.6; swLighting = "true"; scaleMin = 0.7; scaleMax = 1.0; }; class BIO_IwoJima_GrassDryGroup: DefaultClutter { model = "A3\plants_f\Clutter\c_StrGrassDry_group.p3d"; affectedByWind = 0.65; swLighting = "true"; scaleMin = 0.65; scaleMax = 1.0; }; class BIO_IwoJima_GrassDryMediumGroup: DefaultClutter { model = "A3\plants_f\Clutter\c_StrGrassDryMedium_group.p3d"; affectedByWind = 0.7; swLighting = "true"; scaleMin = 0.8; scaleMax = 1.0; }; class BIO_IwoJima_WeedBrownTallGroup: DefaultClutter { model = "A3\plants_f\Clutter\c_StrWeedBrownTall_group.p3d"; affectedByWind = 0.3; swLighting = "true"; scaleMin = 0.9; scaleMax = 1.25; }; class BIO_IwoJima_WeedGreenTall: DefaultClutter { model = "A3\plants_f\Clutter\c_StrWeedGreenTall.p3d"; affectedByWind = 0.3; swLighting = "true"; scaleMin = 0.8; scaleMax = 1.2; }; class BIO_IwoJima_PlantMullein: DefaultClutter { model = "A3\plants_f\Clutter\c_StrPlantMullein.p3d"; affectedByWind = 0.35; swLighting = "true"; scaleMin = 0.7; scaleMax = 1.15; }; class BIO_IwoJima_ThistleYellowShrub: DefaultClutter { model = "A3\plants_f\Clutter\c_StrThistleYellowShrub.p3d"; affectedByWind = 0.2; swLighting = "true"; scaleMin = 0.7; scaleMax = 1.1; }; class BIO_IwoJima_ThistleThornGreen: DefaultClutter { model = "A3\plants_f\Clutter\c_Thistle_Thorn_Green.p3d"; affectedByWind = 0.3; swLighting = "false"; scaleMin = 0.3; scaleMax = 1.0; }; class BIO_IwoJima_ThistleThornGreenSmall: DefaultClutter { model = "A3\plants_f\Clutter\c_Thistle_Thorn_Green.p3d"; affectedByWind = 0.25; swLighting = "false"; scaleMin = 0.4; scaleMax = 0.7; }; }; cfgSurfaces.hpp class CfgSurfaces { class Default{}; class tut_grass_green_surface : Default { files = "tut_grass_green*"; rough = 0.09; maxSpeedCoef = 0.9; dust = 0.5; soundEnviron = "dirt"; character = "BIO_IwoJima_green_grass_Character"; soundHit = "soft_ground"; lucidity = 1; grassCover = 0.1; }; }; class CfgSurfaceCharacters { class BIO_IwoJima_green_grass_Character { probability[] = {0.021875,0.04375,0.134375,0.175,0.25,0.175,0.134375,0.04375,0.021875}; names[] = {"BIO_IwoJima_GrassGreenGroup","BIO_IwoJima_GrassDryGroup","BIO_IwoJima_GrassDryMediumGroup","BIO_IwoJima_WeedBrownTallGroup","BIO_IwoJima_WeedGreenTall", "BIO_IwoJima_PlantMullein","BIO_IwoJima_ThistleYellowShrub","BIO_IwoJima_ThistleThornGreen","BIO_IwoJima_ThistleThornGreenSmall"}; }; }; tut_grass_green.rvmat ambient[] = { 1, 1, 1, 1 }; diffuse[] = { 1, 1, 1, 1 }; forcedDiffuse[] = { 0.02, 0.02, 0.02, 1 }; specular[] = { 0, 0, 0, 0 }; specularPower = 1; emmisive[] = { 0, 0, 0, 0 }; PixelShaderID = "NormalMapDiffuse"; VertexShaderID = "NormalMapDiffuseAlpha"; class Stage1 { texture = "a3\map_data\gdt_grass_green_nopx.paa"; uvSource = "tex"; class uvTransform { aside[] = { 10, 0, 0 }; up[] = { 0, 10, 0 }; dir[] = { 0, 0, 10 }; pos[] = { 0, 0, 0 }; }; }; class Stage2 { texture = "a3\map_data\gdt_grass_green_co.paa"; uvSource = "tex"; class uvTransform { aside[] = { 10, 0, 0 }; up[] = { 0, 10, 0 }; dir[] = { 0, 0, 10 }; pos[] = { 0, 0, 0 }; }; }; Lastly the config.cpp class CfgPatches { class BIO_IwoJima { units[] = { "IwoJima" }; weapons[] = {}; requiredVersion = 1; requiredAddons[] = { "A3_Map_Stratis" }; }; }; class CfgWorldList { class BIO_IwoJima{}; }; class CfgWorlds { //Start DefaultLighting class DefaultLighting { groundReflection[] = {0.085,0.068,0.034}; moonObjectColorFull[] = {0.9,0.9,1,0.7}; moonHaloObjectColorFull[] = {0.9,0.9,1,0.01}; moonsetObjectColor[] = {0.9,0.75,0.4}; moonsetHaloObjectColor[] = {0.9,0.5,0.2}; starEmissivity = 0.3; nightAngle = 5; sunSunset = 20; endSunset = 10; }; //End DefaultLighting //Start DefaultWorld class DefaultWorld { worldId = 0; plateFormat = "$$$ ## - ##"; plateLetters = "ABCDEFHIKLMOPRSTVXYZ"; centerPosition[] = {2560,2560,0}; latitude = -40; longitude = 15; cutscenes[] = {""}; landGrid = 50; startTime = "16:45"; startDate = "17/11/2006"; startWeather = 0.12; startFog = 0; startFogBase = 0; forecastFogBase = 0; startFogDecay = 0.005; forecastFogDecay = 0.005; fogBeta0Min = 0.0001; fogBeta0Max = 0.02; hazeBaseHeight = 0; hazeBaseBeta0 = 0; hazeDensityDecay = 0.005; startWind = 0.1; startWindDir = 0; startWaves = 0.1; startRain = 0; startLightnings = 0; startGusts = 0; forecastWeather = 0.3; forecastFog = 0; forecastWind = 0.1; forecastWaves = 0.1; forecastRain = 0; forecastLightnings = 0; forecastGusts = 0; forecastWindDir = 0; timeOfChanges = 1800; rainForced = 0; lightningsForced = 0; wavesForced = 0; windForced = 0; humidityUpCoef = 0.1; humidityDownCoef = 0.05; skyTexture = "#(argb,8,8,3)color(0.35,0.47,0.66,1)"; skyTextureR = "#(argb,8,8,3)color(0.35,0.47,0.66,1)"; seaTexture = "#(rgb,8,8,3)color(0,0,0,1)"; midDetailTexture = "#(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt)"; outsideMaterial = ""; outsideHeight = -199; minHeight = -10; shoreTop = 0; peakWaveTop = -1; peakWaveBottom = -5; clouds[] = {"core\default\default.p3d","core\default\default.p3d","core\default\default.p3d","core\default\default.p3d"}; noDetailDist = 150; fullDetailDist = 200; soundMapSizeCoef = 1; satelliteNormalBlendStart = 180; satelliteNormalBlendEnd = 200; satelliteNormalOnDetail = 1; terrainBlendMaxDarkenCoef = 0; terrainBlendMaxBrightenCoef = 1; interpolateClutterColoring = 0; clutterColoringFarCoef = 5; clutterColoringFarStart = "15.0f"; clutterColoringFarSpeed = "1.0f"; clutterRoadwayCheckRadiusCoef = "0.0f"; hazeDistCoef = -1; hazeFogCoef = -1; aroundSunCoefMultiplier = 1; aroundSunCoefExponent = 4; horizonParallaxCoef = 0.045; horizonFogColorationStart = 0.8; skyFogColorationStart = 0.7; skyColorInfluencesFogColor = 1; horizonSunColorationScale = 10; horizonSunColorationIntensity = 1; mapDrawingBrightnessModifier = "1.0f"; seaBedUnderwaterDepth = "-1.0f"; clutterGrid = 2; clutterDist = 50; clutterRadius = 1; skyObject = "core\skyobject\skyobject.p3d"; starsObject = "core\default\default.p3d"; pointObject = "core\default\default.p3d"; horizontObject = "core\default\default.p3d"; haloObject = "core\default\default.p3d"; sunObject = "core\default\default.p3d"; rainbowObject = "core\default\default.p3d"; moonObject = "core\default\default.p3d"; waterTexture = "#(argb,8,8,3)color(0.35,0.47,0.66,1)"; causticsEnabled = 1; causticsTextureNumRows = 4; causticsTextureCount = 32; causticsTextureArea = 4; causticsTextureAreaDeep = 150; causticsTextureChangeInterval = 0.09; causticsDistanceLimit = 200; causticsDepthLimit = 50; causticsDepthFadeCoef = 1; causticsTextureDepthGranularity = 3; causticsBrightnessCoef = 4; dynLightMinBrightnessAmbientCoef = 0.1; dynLightMinBrightnessAbsolute = 0.001; envTexture = ""; satelliteMap = ""; layerMask = ""; seaMaterial = "#water"; shoreMaterial = "#shore"; shoreFoamMaterial = "#shoreFoam"; shoreWetMaterial = "#shoreWet"; terrainMaterial = "#terrain"; enableTracks = 1; enableFootsteps = 1; enableBloodSplashes = 1; underwaterOcclusionObject = "A3\data_f\horizont_sphere.p3d"; causticsTexture = "A3\data_f\caustics\caustic_anim_ca.paa"; causticsTextureMask = "A3\data_f\caustics\caustics_anim_%03d.paa"; gridNumbersOverLines = 1; //Start Lighting class Lighting: DefaultLighting { groundReflection[] = {0.085,0.068,0.034}; moonObjectColorFull[] = {0.9,0.9,1,0.7}; moonHaloObjectColorFull[] = {0.9,0.9,1,0.01}; moonsetObjectColor[] = {0.9,0.75,0.4}; moonsetHaloObjectColor[] = {0.9,0.5,0.2}; starEmissivity = 0.3; nightAngle = 5; sunSunset = 20; endSunset = 10; }; //End Lighting //Start Weather class Weather { rainEnabled = 1; temperatureDayMax[] = {10,12,15,20,25,35,35,35,25,20,10,10}; temperatureDayMin[] = {-10,-6,-5,-1,5,6,7,10,5,2,-5,-10}; temperatureNightMax[] = {5,6,8,10,13,18,26,25,15,13,8,4}; temperatureNightMin[] = {-10,-10,-10,-5,0,4,5,6,5,0,-5,-10}; overcastTemperatureFactor = 0.4; blackSurfaceTemperatureDelta = 5; whiteSurfaceTemperatureDelta = -2; //Start Overcast class Overcast { class Weather1 { overcast = 0; sky = "#(argb,8,8,3)color(0.46,0.51,0.67,1)"; skyR = "#(argb,8,8,3)color(0.46,0.51,0.67,1)"; horizon = "#(argb,8,8,3)color(0.46,0.51,0.67,1)"; alpha = 0; bright = 0.5; speed = 0.2; size = 0.2; height = 1; through = 1; lightingOvercast = 0; diffuse = 1; cloudDiffuse = 1; waves = 0.15; }; class Weather2 { overcast = 0.1; sky = "#(argb,8,8,3)color(0.46,0.51,0.67,1)"; skyR = "#(argb,8,8,3)color(0.46,0.51,0.67,1)"; horizon = "#(argb,8,8,3)color(0.46,0.51,0.67,1)"; alpha = 0.3; size = 0.3; height = 0.9; bright = 0.5; speed = 0.25; through = 1; lightingOvercast = 0.1; diffuse = 1; cloudDiffuse = 0.9; waves = 0.22; }; class Weather3 { overcast = 0.4; sky = "#(argb,8,8,3)color(0.51,0.57,0.79,1)"; skyR = "#(argb,8,8,3)color(0.51,0.57,0.79,1)"; horizon = "#(argb,8,8,3)color(0.46,0.51,0.67,1)"; alpha = 0.98; size = 0.5; height = 0.8; bright = 0.45; speed = 0.4; through = 0.8; lightingOvercast = 0.6; diffuse = 0.7; cloudDiffuse = 0.4; waves = 0.5; }; class Weather4 { overcast = 0.7; sky = "#(argb,8,8,3)color(0.56,0.6,0.76,1)"; skyR = "#(argb,8,8,3)color(0.56,0.6,0.76,1)"; horizon = "#(argb,8,8,3)color(0.46,0.51,0.67,1)"; alpha = 0.97; size = 0.75; height = 0.75; bright = 0.45; speed = 0.7; through = 0.2; diffuse = 0.4; lightingOvercast = 0.9; cloudDiffuse = 0.75; waves = 0.6; }; class Weather5 { overcast = 1; sky = "#(argb,8,8,3)color(0.39,0.39,0.4,1)"; skyR = "#(argb,8,8,3)color(0.39,0.39,0.4,1)"; horizon = "#(argb,8,8,3)color(0.46,0.51,0.67,1)"; alpha = 0.98; size = 0.9; height = 0.7; bright = 0.45; speed = 1; through = 0; diffuse = 0.2; cloudDiffuse = 0.95; waves = 0.7; lightingOvercast = 1; }; }; //End Overcast }; //End Weather }; //End DefaultWorld //Start CAWorld class CAWorld: DefaultWorld { class Grid; }; //End CAWorld //Start IwoJima class BIO_IwoJima: CAWorld{ cutscenes[] = {}; description = "IwoJima"; worldName = "\BIO\BIO_IwoJima\BIO_IwoJima.wrp"; author = "bio138"; icon = ""; previewVideo = ""; pictureMap = ""; pictureShot = ""; newRoadsShape = ""; centerPosition[] = { 2560, 2560 }; ilsDirection[] = { 0, 0.08, 1 }; ilsPosition[] = { 0, 0 }; ilsTaxiIn[] = {}; ilsTaxiOff[] = {}; drawTaxiway = 0; class SecondaryAirports{}; class ReplaceObjects{}; class Grid: Grid { offsetX = 0; offsetY = 5120; class Zoom1 { zoomMax = 0.15; format = "XY"; formatX = "000"; formatY = "000"; stepX = 100; stepY = -100; }; class Zoom2 { zoomMax = 0.85; format = "XY"; formatX = "00"; formatY = "00"; stepX = 1000; stepY = -1000; }; class Zoom3 { zoomMax = 1e+030.0; format = "XY"; formatX = "0"; formatY = "0"; stepX = 10000; stepY = -10000; }; }; class Sounds { sounds[] = {}; }; class Animation { vehicles[] = {}; }; minTreesInForestSquare = 2; minRocksInRockSquare = 2; class Subdivision{}; class Names{}; class DefaultClutter{}; #include "cfgClutter.hpp" }; //End IwoJima }; #include "cfgSurfaces.hpp" It compiles and launches with no errors. Just nothing appears in-game. My settings are standard, I see clutter on other maps perfectly fine. Also, should I be able to see clutter in terrain builder? Or does clutter only appear in game? Thanks in advance
  2. Bruh, if your a bruh I would do things to you. #nohomo Real talk though do most guides tend to skip this? Even the atlas just straight up says "copy everything and hope it works lol". Or was I just retarded and read right over it? Thanks again
  3. I am having difficulty having certain AI stay in a vehicle. I have a truck that drives from point A to point B. After it drops off a squad it then drives elsewhere. However on spawning the the vehicle the squad attempts to get out at the nearest possible opportunity (if the vehicle slow down too much. The driver will keep on attempting to get the squad to the correct position, then wait (if there is anyone left) to get out of the vehicle. The only thing I REALLY don't understand is that this is happening to certain vehicles only? _crew = createGroup EAST; _unarmedTransport = [_spawnPoint, (_rad select 1), _className, _crew] call BIS_fnc_spawnVehicle; (_unarmedTransport select 0) setVehicleLock "LOCKED"; _squad = [_passengerCount, (getPos (_unarmedTransport select 0)), EAST] call bio_fnc_defaultRandomCreateInfantryGroup; //This is just another script used to finish off the squad creation, nothing more { _x assignAsCargo (_unarmedTransport select 0); _x moveInCargo (_unarmedTransport select 0); }forEach (units _squad); _wpt1 = _crew addWaypoint [(getPos Center), (Range * 0.4)]; _wpt1 setWaypointType "TR UNLOAD"; _wpt1 setWaypointSpeed "FULL"; _wpt2 = _crew addWaypoint [(getPos Center), 0]; _wpt2 setWaypointType "GETOUT"; _wpt2 setWaypointSpeed "FULL"; _wpt3 = _crew addWaypoint [(getPos Center), 0]; _wpt3 setWaypointType "SAD"; _wpt3 setWaypointSpeed "FULL"; _wp1 = _squad addWaypoint [(getPos Center), 0]; _wp1 setWaypointType "SAD"; _wp1 setWaypointSpeed "FULL"; So far it works no problem for the following, BLUFOR APC Marshall BLUFOR HEMT Covered IND Strider Doesn't work for BLUFOR Hunter OPFOR Ifrit I have tried the following Disabling the AI of said vehicles Disabling simulation of said vehicles Nothing happens Only correlation I have found is that if I replace myself with the driver the AI then stay in the vehicle. (Could the driver be telling them to do this?) I would just have the driver join the group but I need the driver to carry on his way and not fight with the others. I attempted to solve the driver joining group after waypoint completion using setWaypointStatements but I could never get it to call a script properly. Such as _wpt1 setWayPointStatements ["true", "[" + str(_squad) + "] call test_fnc_function"]; Anyone else have this crazy issue before?
  4. Gen. MERICA

    Can't keep AI in certain vehicles?

    I was afraid of that. Other posts that I had found with similar issues never seemed to narrow down the exact problem or solution. Any chance though you've managed to get setWaypointStatments working? I feel I could get a solid work around with that. I've been unable to pass variables through to it though. Such as, _waypoint1 setWaypointStatements ["true", "["+str(_test)+"] call fnc_example"]; I feel I could then separate the crew from the offloading group but I cant get it to pass reliably.
  5. Gen. MERICA

    Firing Range (hints)

    If I am reading this script correctly should just be an easy series of if statements? Right before the final two lines, something like this? if(_count <= 23) then { hint "You are a qualified marksman"; };
  6. Gen. MERICA

    Locked Door / Budge Animation

    From what I understand about the animate command is that most of the time it is a range from 0 to 1 (closed to open). Have you tried doing somewhere in between? Such as, _building animate ["Door_1_rot", 0.1]; I don't know exactly what door your attempting to open so this may or may work.
  7. Hello everyone, I am trying to draw a border through a set of markers like so, https://imgur.com/a/MkLDa7R But due to the ctrlAddEventHandler I cant pass local variables to it, so I need to make them global somehow. I ended up using global place placeholders to pass it through the ctrlAddEventHandler and end up with this, https://imgur.com/a/sEfyE9I I believe its due to the way the loop ends up cycling through itself, and it seems to just move the corresponding line. Does anyone know of a clever work around to this? _marker = param[0]; _markerName = param[1]; _pos = param[2]; _markerText = param[3]; _borderLines = []; { _borderMarker = toArray _x; _borderMarkerName = toString _borderMarker; _borderPos = getMarkerPos _x; _borderMarkerText = markerText _x; if((_borderMarkerName find _markerText >= 0) && (_borderMarkerName find "Border" >= 0)) then { //DEBUG systemChat ((format["%1", _borderMarkerText]) + " recognized as border to " +(format["%1", _markerText])); //DEBUG _border = [_borderMarker, _borderMarkerName, _borderPos, _borderMarkerText]; _borderLines = _borderLines + [_border]; }; } forEach allMapMarkers; _i = 0; { if(_i != ((count _borderLines) - 1)) then { PlaceHolder1 = ((_borderLines select _i) select 2); PlaceHolder2 = ((_borderLines select (_i + 1)) select 2); (findDisplay 12 displayCtrl 51) ctrlAddEventHandler ["Draw"," (_this select 0) drawLine [ PlaceHolder2, PlaceHolder3, [1,1,1,1] ]; "]; }else{ PlaceHolder3 = ((_borderLines select (0)) select 2); (findDisplay 12 displayCtrl 51) ctrlAddEventHandler ["Draw"," (_this select 0) drawLine [ PlaceHolder1, PlaceHolder3, [1,1,1,1] ]; "]; }; _i = _i + 1; }forEach _borderLines; FYI the border markers share the same name and text in case this leads to something. I tried thinking of a solution where it looks for similar names and then links them but it ends up creating a spider web unfortunately. Thanks in advance
  8. Gen. MERICA

    [Solved!]drawLine headache/issue

    Thank you both for the quick responses, GrumpyOldMan that is an interesting solution that I hadn't thought of. I didn't think of having the loop be inside the string to get it to work to avoid passing anything. Although I plan to have multiple borders so I would still have to pass through what location borders we are looking for (there would've been no way for you to know that, I should've had that in my post, my bad.). I definitely plan to save your example for creating compact and effective loops in the future. pierremgi I plan to use polygons but I wanted to get lines working first before I attempt a polygon lol, baby steps. But I did discover something that I never knew you could do with event handlers. _i = 0; { if(_i != ((count _borderLines) - 1)) then { (findDisplay 12 displayCtrl 51) ctrlAddEventHandler ["Draw"," (_this select 0) drawLine [" + str((_borderLines select _i) select 2) + "," + str((_borderLines select (_i + 1)) select 2) + ", [1,1,1,1] ]; "]; }else{ (findDisplay 12 displayCtrl 51) ctrlAddEventHandler ["Draw"," (_this select 0) drawLine [" + str((_borderLines select _i) select 2) + "," + str((_borderLines select (0)) select 2) + ", [1,1,1,1] ]; "]; }; _i = _i + 1; }forEach _borderLines; You CAN pass local variables to an event handler _var = "it" "You have to structure" + _var + "like so.";
  9. I apologize if this counts as a double or re-post. The previous attempt to answering this question fell on deaf ears most likely to me trying to write it out at 3am. Figure I will give it one more try. I am trying to limit what weapons and ammo are in the arsenal. More specifically how many of each weapon and ammo, similar to how you can in zues Anyone know a way to replicate this behavior via script? Thanks in advance
  10. Gen. MERICA

    Limit weapons in arsenal

    Thanks for the pointers but sadly I couldn't find any combo that would limit the amounts. I swear I remember you could do this in zeus but testing with a friend showed it wasn't possible.
  11. Is there any way to limit the amount of items in the arsenal? Not what items, but how many. Similar to how in zues you can set it so there are 3 Katibas for example in the arsenal. I could just add it the cargo of a box but I was wondering if there was anyway to do it similar to zues as the interface would be much friendlier. Thanks in advance
  12. Gen. MERICA

    Odd Layers.cfg behavior

    Resolved issue by uninstalling EVERYTHING related to arma 3 tools and tried again. Working fine now
  13. Having an odd issue with terrain builder when attempting to rebuild terrain, In my layers.cfg I have the following lines class Layers { class Tropical_Sand { texture = ""; material = "DIL\IwoDurp\Data\Tropical_Sand.rvmat"; }; }; class Legend { picture = "maplegend.png"; class Colors { Tropical_Sand[] = {{ 230, 230, 120 }}; }; }; This does not work and I get the following error bool ClayerRvmatCFG::Open(const char* filename = "\DIL\IwoDurp\Data\Tropical_Sand.rvmat") cannot be opened... However the below lines work just fine class Layers { class Tropical_Sand { texture = ""; material = "P:\DIL\IwoDurp\Data\Tropical_Sand.rvmat"; }; }; class Legend { picture = "P:\maplegend.png"; class Colors { Tropical_Sand[] = {{ 230, 230, 120 }}; }; }; The only thing I do differently is specify the P: drive. Bulldozer and terrain builder stop throwing errors but I cant pack this as it has the drive letter in it. This error began to occur after the power tripped to my computer. Anyone have any ideas?
  14. I've been trying to get a map working recently and I am now getting errors when trying to pack it. Here is the bin.log stripping "P:\temp\IwoDurp.bin.log" This build is licensed to 'Bohemia Interactive a.s.' for use within the scope of the following projects/products: 'All'. 16:44:17: No speaker configuration found. 16:44:17: PhysX3 SDK Init started ... 16:44:17: PhysX3 SDK Init ended. 16:44:17: <world = "DIL\IwoDurp\IwoDurp.wrp"> 16:44:17: No weather defined in .Overcast 16:44:17: No lighting defined in .Lighting 16:44:17: Warning: expected 12 values in the array , but only 0 present 16:44:17: Warning: expected 12 values in the array , but only 0 present 16:44:17: Warning: expected 12 values in the array , but only 0 present 16:44:17: Warning: expected 12 values in the array , but only 0 present 16:44:17: No weather defined in .Overcast 16:44:17: No lighting defined in .Lighting 16:44:17: Warning: expected 12 values in the array , but only 0 present 16:44:17: Warning: expected 12 values in the array , but only 0 present 16:44:17: Warning: expected 12 values in the array , but only 0 present 16:44:17: Warning: expected 12 values in the array , but only 0 present 16:44:17: No weather defined in .Overcast 16:44:17: No lighting defined in .Lighting 16:44:17: Warning: expected 12 values in the array , but only 0 present 16:44:17: Warning: expected 12 values in the array , but only 0 present 16:44:17: Warning: expected 12 values in the array , but only 0 present 16:44:17: Warning: expected 12 values in the array , but only 0 present 16:44:17: Material #water not found in CfgMaterials 16:44:17: Material #shore not found in CfgMaterials 16:44:17: Material #shorefoam not found in CfgMaterials 16:44:17: Material #shorewet not found in CfgMaterials 16:44:17: No weather defined in .Overcast 16:44:17: No lighting defined in .Lighting 16:44:17: Warning: expected 12 values in the array , but only 0 present 16:44:17: Warning: expected 12 values in the array , but only 0 present 16:44:17: Warning: expected 12 values in the array , but only 0 present 16:44:17: Warning: expected 12 values in the array , but only 0 present 16:44:18: [InitSoundMap] begin 16:44:18: [InitSoundMap] end 16:44:24: [InitSoundMap] begin 16:44:24: [InitSoundMap] end 16:44:28: </world> 16:44:28: Extensions: And here is the config.cpp itself class CfgPatches { class IwoDurp { units[] = { "IwoDurp" }; weapons[] = {}; requiredVersion = 1; requiredAddons[] = { "A3_Map_Stratis" }; }; }; class CfgWorldList { class IwoDurp{}; }; class CfgWorlds { class Stratis; class IwoDurp: Stratis { cutscenes[] = {}; description = "IwoDurp"; worldName = "\DIL\IwoDurp\IwoDurp.wrp"; author = "test"; pictureMap = ""; pictureShot = ""; newRoadsShape = ""; centerPosition[] = { 2560, 2560 }; ilsDirection[] = { 0, 0.08, 1 }; ilsPosition[] = { 0, 0 }; ilsTaxiIn[] = {}; ilsTaxiOff[] = {}; drawTaxiway = false; class SecondaryAirports{}; class ReplaceObjects{}; class Sounds { sounds[] = {}; }; class Animation { vehicles[] = {}; }; minTreesInForestSquare = 2; minRocksInRockSquare = 2; class Subdivision{}; class Names{}; }; }; I assumed that this config would import the weather from stratis but I am still getting errors. Anyone know/think they can help find the most likely blatant error? Thanks in advance
  15. I gave up and just made one from scratch Here is it in case anyone else gets stuck with these errors class CfgPatches { class IwoDurp { units[] = { "IwoDurp" }; weapons[] = {}; requiredVersion = 1; requiredAddons[] = { "A3_Map_Stratis" }; }; }; class CfgWorldList { class IwoDurp{}; }; class CfgWorlds { //Start DefaultLighting class DefaultLighting { groundReflection[] = {0.085,0.068,0.034}; moonObjectColorFull[] = {0.9,0.9,1,0.7}; moonHaloObjectColorFull[] = {0.9,0.9,1,0.01}; moonsetObjectColor[] = {0.9,0.75,0.4}; moonsetHaloObjectColor[] = {0.9,0.5,0.2}; starEmissivity = 0.3; nightAngle = 5; sunSunset = 20; endSunset = 10; }; //End DefaultLighting //Start DefaultWorld class DefaultWorld { worldId = 0; plateFormat = "$$$ ## - ##"; plateLetters = "ABCDEFHIKLMOPRSTVXYZ"; centerPosition[] = {2560,2560,0}; latitude = -40; longitude = 15; cutscenes[] = {""}; landGrid = 50; startTime = "16:45"; startDate = "17/11/2006"; startWeather = 0.12; startFog = 0; startFogBase = 0; forecastFogBase = 0; startFogDecay = 0.005; forecastFogDecay = 0.005; fogBeta0Min = 0.0001; fogBeta0Max = 0.02; hazeBaseHeight = 0; hazeBaseBeta0 = 0; hazeDensityDecay = 0.005; startWind = 0.1; startWindDir = 0; startWaves = 0.1; startRain = 0; startLightnings = 0; startGusts = 0; forecastWeather = 0.3; forecastFog = 0; forecastWind = 0.1; forecastWaves = 0.1; forecastRain = 0; forecastLightnings = 0; forecastGusts = 0; forecastWindDir = 0; timeOfChanges = 1800; rainForced = 0; lightningsForced = 0; wavesForced = 0; windForced = 0; humidityUpCoef = 0.1; humidityDownCoef = 0.05; skyTexture = "#(argb,8,8,3)color(0.35,0.47,0.66,1)"; skyTextureR = "#(argb,8,8,3)color(0.35,0.47,0.66,1)"; seaTexture = "#(rgb,8,8,3)color(0,0,0,1)"; midDetailTexture = "#(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt)"; outsideMaterial = ""; outsideHeight = -199; minHeight = -10; shoreTop = 0; peakWaveTop = -1; peakWaveBottom = -5; clouds[] = {"core\default\default.p3d","core\default\default.p3d","core\default\default.p3d","core\default\default.p3d"}; noDetailDist = 150; fullDetailDist = 200; soundMapSizeCoef = 1; satelliteNormalBlendStart = 180; satelliteNormalBlendEnd = 200; satelliteNormalOnDetail = 1; terrainBlendMaxDarkenCoef = 0; terrainBlendMaxBrightenCoef = 1; interpolateClutterColoring = 0; clutterColoringFarCoef = 5; clutterColoringFarStart = "15.0f"; clutterColoringFarSpeed = "1.0f"; clutterRoadwayCheckRadiusCoef = "0.0f"; hazeDistCoef = -1; hazeFogCoef = -1; aroundSunCoefMultiplier = 1; aroundSunCoefExponent = 4; horizonParallaxCoef = 0.045; horizonFogColorationStart = 0.8; skyFogColorationStart = 0.7; skyColorInfluencesFogColor = 1; horizonSunColorationScale = 10; horizonSunColorationIntensity = 1; mapDrawingBrightnessModifier = "1.0f"; seaBedUnderwaterDepth = "-1.0f"; clutterGrid = 2; clutterDist = 50; clutterRadius = 1; skyObject = "core\skyobject\skyobject.p3d"; starsObject = "core\default\default.p3d"; pointObject = "core\default\default.p3d"; horizontObject = "core\default\default.p3d"; haloObject = "core\default\default.p3d"; sunObject = "core\default\default.p3d"; rainbowObject = "core\default\default.p3d"; moonObject = "core\default\default.p3d"; waterTexture = "#(argb,8,8,3)color(0.35,0.47,0.66,1)"; causticsEnabled = 1; causticsTextureNumRows = 4; causticsTextureCount = 32; causticsTextureArea = 4; causticsTextureAreaDeep = 150; causticsTextureChangeInterval = 0.09; causticsDistanceLimit = 200; causticsDepthLimit = 50; causticsDepthFadeCoef = 1; causticsTextureDepthGranularity = 3; causticsBrightnessCoef = 4; dynLightMinBrightnessAmbientCoef = 0.1; dynLightMinBrightnessAbsolute = 0.001; envTexture = ""; satelliteMap = ""; layerMask = ""; seaMaterial = "#water"; shoreMaterial = "#shore"; shoreFoamMaterial = "#shoreFoam"; shoreWetMaterial = "#shoreWet"; terrainMaterial = "#terrain"; enableTracks = 1; enableFootsteps = 1; enableBloodSplashes = 1; underwaterOcclusionObject = "A3\data_f\horizont_sphere.p3d"; causticsTexture = "A3\data_f\caustics\caustic_anim_ca.paa"; causticsTextureMask = "A3\data_f\caustics\caustics_anim_%03d.paa"; gridNumbersOverLines = 1; //Start Lighting class Lighting: DefaultLighting { groundReflection[] = {0.085,0.068,0.034}; moonObjectColorFull[] = {0.9,0.9,1,0.7}; moonHaloObjectColorFull[] = {0.9,0.9,1,0.01}; moonsetObjectColor[] = {0.9,0.75,0.4}; moonsetHaloObjectColor[] = {0.9,0.5,0.2}; starEmissivity = 0.3; nightAngle = 5; sunSunset = 20; endSunset = 10; }; //End Lighting //Start Weather class Weather { rainEnabled = 1; temperatureDayMax[] = {10,12,15,20,25,35,35,35,25,20,10,10}; temperatureDayMin[] = {-10,-6,-5,-1,5,6,7,10,5,2,-5,-10}; temperatureNightMax[] = {5,6,8,10,13,18,26,25,15,13,8,4}; temperatureNightMin[] = {-10,-10,-10,-5,0,4,5,6,5,0,-5,-10}; overcastTemperatureFactor = 0.4; blackSurfaceTemperatureDelta = 5; whiteSurfaceTemperatureDelta = -2; //Start Overcast class Overcast { class Weather1 { overcast = 0; sky = "#(argb,8,8,3)color(0.46,0.51,0.67,1)"; skyR = "#(argb,8,8,3)color(0.46,0.51,0.67,1)"; horizon = "#(argb,8,8,3)color(0.46,0.51,0.67,1)"; alpha = 0; bright = 0.5; speed = 0.2; size = 0.2; height = 1; through = 1; lightingOvercast = 0; diffuse = 1; cloudDiffuse = 1; waves = 0.15; }; class Weather2 { overcast = 0.1; sky = "#(argb,8,8,3)color(0.46,0.51,0.67,1)"; skyR = "#(argb,8,8,3)color(0.46,0.51,0.67,1)"; horizon = "#(argb,8,8,3)color(0.46,0.51,0.67,1)"; alpha = 0.3; size = 0.3; height = 0.9; bright = 0.5; speed = 0.25; through = 1; lightingOvercast = 0.1; diffuse = 1; cloudDiffuse = 0.9; waves = 0.22; }; class Weather3 { overcast = 0.4; sky = "#(argb,8,8,3)color(0.51,0.57,0.79,1)"; skyR = "#(argb,8,8,3)color(0.51,0.57,0.79,1)"; horizon = "#(argb,8,8,3)color(0.46,0.51,0.67,1)"; alpha = 0.98; size = 0.5; height = 0.8; bright = 0.45; speed = 0.4; through = 0.8; lightingOvercast = 0.6; diffuse = 0.7; cloudDiffuse = 0.4; waves = 0.5; }; class Weather4 { overcast = 0.7; sky = "#(argb,8,8,3)color(0.56,0.6,0.76,1)"; skyR = "#(argb,8,8,3)color(0.56,0.6,0.76,1)"; horizon = "#(argb,8,8,3)color(0.46,0.51,0.67,1)"; alpha = 0.97; size = 0.75; height = 0.75; bright = 0.45; speed = 0.7; through = 0.2; diffuse = 0.4; lightingOvercast = 0.9; cloudDiffuse = 0.75; waves = 0.6; }; class Weather5 { overcast = 1; sky = "#(argb,8,8,3)color(0.39,0.39,0.4,1)"; skyR = "#(argb,8,8,3)color(0.39,0.39,0.4,1)"; horizon = "#(argb,8,8,3)color(0.46,0.51,0.67,1)"; alpha = 0.98; size = 0.9; height = 0.7; bright = 0.45; speed = 1; through = 0; diffuse = 0.2; cloudDiffuse = 0.95; waves = 0.7; lightingOvercast = 1; }; }; //End Overcast }; //End Weather }; //End DefaultWorld //Start CAWorld class CAWorld: DefaultWorld{}; //End CAWorld //Start IwoDurp class IwoDurp: CAWorld{ cutscenes[] = {}; description = "IwoDurp"; worldName = "\DIL\IwoDurp\IwoDurp.wrp"; author = "test"; icon = ""; previewVideo = ""; pictureMap = ""; pictureShot = ""; newRoadsShape = ""; centerPosition[] = { 2560, 2560 }; ilsDirection[] = { 0, 0.08, 1 }; ilsPosition[] = { 0, 0 }; ilsTaxiIn[] = {}; ilsTaxiOff[] = {}; drawTaxiway = 0; class SecondaryAirports{}; class ReplaceObjects{}; class Sounds { sounds[] = {}; }; class Animation { vehicles[] = {}; }; minTreesInForestSquare = 2; minRocksInRockSquare = 2; class Subdivision{}; class Names{}; }; //End IwoDurp };
  16. Very interesting response, never knew the select {code here} could be extended like that. I will have to play with the select syntax's more but thanks for the beautiful response, The way I was doing it was much less... organized to say the least.
  17. Trying to sort which towns (Markers) are the closest and have not been captured. I can get it to sort which towns are the closest however when checking the value for whether or not it is captured in the loop throws an error? To help give you the run down, ClosestTowns = [All the towns positions] ClosestTownsState = [The state of the town, 0 for civ, 1 for blu, 2 for op and 3 for ind] ClosestTowns = Towns; ClosestTownsState = TownsState; for[{_t = 0},{_t != count ClosestTowns},{_t = _t + 1}] do { for[{_t2 = _t},{_t2 != count ClosestTowns},{_t2 = _t2 + 1}] do { if(((ClosestTowns select _t) distance2D player) > ((ClosestTowns select _t2) distance2D player)) then { _placeotest = ClosestTowns select _t; _placeoval = ClosestTownsState select _t; _placetest = ClosestTowns select _t2; _placeval = ClosestTownsState select _t2; ClosestTowns set [_t, _placetest]; ClosestTowns set [_t2, _placeotest]; ClosestTownsState set [_t, _placeval]; ClosestTownsState set [_t2, _placeoval]; }; }; }; The sort above works correctly but I wanted to put it there just in case it ends up being the problem (its just a bubble sort for two arrays). Both of these do return the correct values when doing hint format ["%1" ClosestTowns select _x]; hint format ["%1" ClosestTownsState select _x]; They do return the correct values and locations. However, when I have the same script check for if the town state isnt 1, it works on the first run so this means the town is closest, stop the loop. Only it doesnt stop, it turns back around and gives an error. for[{_t = 0},{_t != count Towns},{_t = _t + 1}] do { hint format["%1", ClosestTownsState select _t]; if((ClosestTownsState select _t) != 1) then { player setPos (ClosestTowns select _t); _t = count Towns; }; sleep 5; }; I get this error, not sure why the loop goes around again. If I set it to a number, it loops around again? for[{_t = 0},{_t != 10},{_t = _t + 1}] do { hint format["%1", ClosestTownsState select _t]; if((ClosestTownsState select _t) != 1) then { player setPos (ClosestTowns select _t); _t = 10; }; sleep 5; }; http://imgur.com/8QKqzoe It gives this error, although it does what it is supposed to the loop never stops.
  18. Works perfectly! Dont know how I didnt think of it becoming greater than, but I dont see how it could've done that it the first place but ill just leave it arma. Interesting solution though, never had to use an exitWith yet. And to answer Grumpy Old Mans question for giggles, I Ideally need it to return 3 of the closest towns to capture, so I would need a loop to cycle through towns that are already captured.
  19. I am having difficulty creating random positions inside of an ellipse. As for now I have a (what I think is funny) work around by just doing a circle, and then checking the inArea command for the ellipse. But does anyone know a quick equation to return a position inside of a rotated ellipse? Tried searching around but I must be missing a search term or something. Thanks
  20. Gen. MERICA

    Random position in rotated ellipse

    Both of these methods work perfectly, glad to see that people have these on stand by. They should really bundle some of the Take on helicopters functions into the default scripting area, I never check the functions outside of the Arma 3 search.
  21. I tried a ton of different options, Although no matter what the if statement is if(player == _killer) then {}; It would never trigger for me, with or without those two lines. I just decided to do a blanket coverage, giving everyone an amount based on a kill. I saw other people in the forum having problems trying something like this as well so I will put it here for others. fnc_AIKilled = { _killer = _this select 1; hint format["%1",(side _killer)]; if((side _killer) == resistance) then { Cash = Cash + floor((Points / Players)/Players); ["actions\trustfund\Update.sqf","BIS_fnc_execVM",true,false] spawn BIS_fnc_MP; }; if((side _killer) == EAST) then { OpForCash = OpForCash + floor(Points/Players); publicVariable "OpForCash"; ["actions\trustfund\Update.sqf","BIS_fnc_execVM",true,false] spawn BIS_fnc_MP; }; if((side _killer) == WEST) then { BluForCash = BluForCash + floor(Points/Players); publicVariable "BluForCash"; ["actions\trustfund\Update.sqf","BIS_fnc_execVM",true,false] spawn BIS_fnc_MP; }; }; As for the event handler others had issues as well, the only work around I could find was either to do the crew individually and return what vehicle they are in or avoid BIS_fnc_spawnVehicle Decided to just go with createVehicle _group = createGroup independent; _heli = createVehicle ["CUP_I_Mi24_Mk4_AT_AAF", getMarkerPos "FriendlyAirspawn",[],0,"FLY"]; createVehicleCrew _heli; _heli setDir 61; (crew _heli) joinSilent _group; _heli addMPEventHandler["mpkilled",{Points = 100;_this call fnc_AIKilled}]; Thanks for trying though, not quite sure why the if statement never triggered. **EDIT** Side note, the if statement works fine on infantry.
  22. I am trying to get it so if a player kills an AI unit it increases their score. this addMPEventHandler['mpkilled',{Points = 100;_this call fnc_AIKilled}]; Pasting this into a unit from the editor works just fine, the player the correct amount. However doing the same thing for spawned in units such as a helicopter crew, do not give any points. {_x addMPEventHandler['mpkilled',{Points = 100;_this call fnc_AIKilled}];}foreach units _helicrew; Helicopter spawn script for [{_i=2}, {_i!=0}, {_i=_i-1}] do{ _helicrew = []; _heli = []; hint "test1"; //_helicrew = creategroup INDEPENDENT; _helicrew = creategroup east; _heli = [getMarkerPos "FriendlyAirspawn", 61, "CUP_I_Mi24_Mk4_AT_AAF", _helicrew] call BIS_fnc_spawnVehicle; {_x addMPEventHandler['mpkilled',{Points = 100;_this call fnc_AIKilled}];}foreach units _helicrew; _wp1 = _helicrew addWaypoint [(getmarkerpos "Base"), 0]; _wp1 setWaypointType "SAD"; _wp1 setWaypointSpeed "FULL"; sleep 5; }; fnc_AIKilled fnc_AIKilled = { hint "hello"; if(player == (_this select 1)) then { hint "hello 2"; Cash = Cash + (Points / Players); uiNameSpace getVariable "myUI_DollarTitle" ctrlSetText format["$ %1", Cash]; }; }; Not quite sure what I am doing wrong here.
  23. Has no effect, When I do _x only, it complains about expecting an object. When. I do _x select 2, it complains about expecting an array? Nothing seems to make this happy
  24. It isn't that the command doesn't fire (probably should have notated this yesterday) but it calls the functions successfully and returns "hello". However it does not return "hello 2". Originally I thought maybe there was a mismatch between the killer or something but if I do fnc_AIKilled = { hint format["%1 == %2", player, (_this select 1)]; if(player == (_this select 1)) then { hint "hello 2"; Cash = Cash + (Points / Players); uiNameSpace getVariable "myUI_DollarTitle" ctrlSetText format["$ %1", Cash]; }; }; It shows R Alpha 1-1:1 (Jacob) == R Alpha 1-1:1 (Jacob) It does not display "hello 2". Like before if I do "this addMPEventHandler['mpkilled',{Points = 100;_this call fnc_AIKilled}];" on editor units, it works just fine on them and displays "hello 2". I have tried with the sleep command for giggles but its the same result. I would test it with (_heli select 0 or 1) but it returns an error about being an array rather than an object, which I find odd as I can do (_heli select 0 or 1) setVelocity [500,0,0,] just fine.
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