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About Tova

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  1. I've been playing a lot on this map recently, and while it is indeed fantastic for flying, it feels a bit limited once you put boots on the ground. Considering the addition of roads and the large towns/villages of the map, I believe it would make a wonderful playground for infantry if it wasn't for the un-enterable buildings. I really hope @Jove Chiere that you'll consider replacing them with their CUP counterparts, or at least making the map compatible with CUP Core. In fact, I've been having a look at your buildings from ToH Core, and a replacement seems doable since the classname structure is similar. I've made a quick script to illustrate that in-game as a "proof of concept" (cf. video). And here's the script I used : Also please note that the "center" of the buildings is sometimes a bit offset between your models and those from CUP, but considering the "small" amount of different building models, it shouldn't be too hard to adjust them. On an another hand, a full replacement may be performance unfriendly. If you manage to make the map compatible with CUP (so you don't have those black textured buildings in the video), mission makers could just replace buildings on small areas of interest, or do it temporarily when players are close to towns. Anyway thanks for your work on the port ! PS : The script is MP and JIP compatible, and has to be run only on the server. You can replace all buildings on the map with : [[(worldSize / 2), (worldSize / 2), 0], (sqrt 2 * (worldSize / 2))] call TOV_fnc_TohToCupReplacement; It takes 40 seconds to run on my PC ๐Ÿ˜‹.
  2. @Jove ChiereIt seems that your South Asia map got removed from the workshop... I hope that you'll get it back on Steam, and that you're not stopping working on it because of those stupid stories ๐Ÿ˜“
  3. Smart move ! It didn't work as it is, but you just forgot to add a ParseNumber since the third parameter of sortBy has to return a number ๐Ÿ™‚ _sorted= [_yourArray, [], {parseNumber ((str _x splitString "_") select 1)}, "ASCEND"] call BIS_fnc_sortBy; Thanks a lot !
  4. Hello ! I have an array of objects in the format : [obj_10,obj_1,obj_12,obj_13,obj_14,obj_11,obj_2,obj_3,obj_4,obj_5,obj_6,obj_7,obj_8,obj_9] I would like to sort this array so it becomes : [obj_1,obj_2,obj_3,obj_4,obj_5,obj_6,obj_7,obj_8,obj_9,obj_10,obj_11,obj_12,obj_13,obj_14] Also please note that the array contains objects and not strings ! I tried the sort function on the array, but no luck ๐Ÿ˜• I believe the problem arises from alphabetical sorting as obj_11 comes before obj_2. Any ideas on how to get around the issue ? Thanks for the help !
  5. Tova

    Tab targeting for AI tank gunners

    Thanks @Beaglefor your answer ! I find it unfortunate that the "Radar" got removed tho ๐Ÿ˜• Also for those who might be interested in the future, I made a quick ready-to-use script to emulate that feature. It's binded to the Tab key : tab_radar_EH = (findDisplay 46) displayAddEventHandler ["KeyDown", { params ["_displayorcontrol", "_key", "_shift", "_ctrl", "_alt"]; //hint format["%1", _key]; if (_key!=15) exitWith{}; _unit=player; _gunner= gunner vehicle player; _targetsArray=_unit nearTargets 10000; _targetsArray=_targetsArray apply {[_x select 3, -1*((_x select 0) distance _unit),_x select 4]}; _targetsArray sort false; _nextTarget=[0,'nothing',objNull]; { if ((isNull assignedTarget _gunner) or (_x select 2!=assignedTarget _gunner)) exitWith {_nextTarget=_x;}; } foreach _targetsArray; if (_nextTarget select 0 < 10) then {_nextTarget=objNull} else {_nextTarget=_nextTarget select 2}; _gunner reveal _nextTarget; (_gunner) doWatch _nextTarget; (_gunner) commandTarget _nextTarget; }];
  6. Hello ! I remember back in the older Arma games, when I was playing as a tank commander, I could press the Tab key (Next Target) and the AI gunner would pick the biggest threat and target it. I was playing in Arma 3 today and for some reason, it doesn't seem to work, I also tried the Next Empty Target, Next Target (Vehicle) and Next Empty Target (Vehicle) keys but none of them seems to work ! ๐Ÿ˜“ Is there anyone who can walk me through it ? PS: I'm not using any mod.
  7. Nice work on the scripts @tpw ! By the way, have you considered spawning the civilians fom tpw_civs and tpw_crowds as agents ? The theory says it should be more performance friendly since the AI is simplified, plus it would render obsolete all the loops to ensure no new civilian group is created. If you're interested, you can have a look at the vanilla civilian spawn module for reference or this quick KK agents introduction. ๐Ÿ™‚
  8. @dreadedentity : Well, if I remove the setDir, the unit just keep moving forward ! Without changing direction I mean ๐Ÿ˜› @beno_83au : I like the ideas ! I'll have to find a good looking turning animation ๐Ÿ™‚ Checking if the direction is good could then be done with a : waitUntil { ((direction _unit)<_direction+2) AND ((direction _unit)>_direction-2) } But I have to say I like this approach better : How would you choose the incrementation rate ? I believe we can't do for instance 1ยฐ per frame, because the turning speeding would then be inconsistent ?
  9. Thanks for your help, however that doesn't really solve my issue ๐Ÿ™‚ In fact, I cannot use setFormDir since I used disableAI "ANIM"; that command "freezes" all AI movement/behavour, so setFormDir won't have any effect. Moreover, even if used a workaround to be able to use setFormDir, the unit will stop turning as soon as unit direction is +/- 30 degrees of the formation direction, which will force me to use a setDir... Hence causing an "instant turn".
  10. Hello ! To give a bit of context, I'd like to emulate the SetDriveOnPath command for infantry units in order to have them navigate inside buildings lacking path/building positions. The idea is to give an array of positions (e.g [[4680.4,6175.85,0.00143909],[4680.3,6170.7,0.00143909]]) and have the AI move in a straight line in between thanks to a switchMove. As of now, this is what I made : infantryDriveOnPath={ params ["_unit","_pathArray"]; _unit disableAI "ANIM"; _unit switchMove "Acts_SupportTeam_Front_Move"; { _direction= _unit getdir _x; while {sleep 0.5; ( _unit distance _x > 1)} do { _unit setDir _direction; } }forEach _pathArray; _unit enableAI "ALL"; _unit switchMove ""; }; The resulting behaviour is satisfying, however the setDir command causes instant rotations/twitching that are very ugly. Any ideas on how I could make smooth direction corrections ? Thanks ๐Ÿ™‚
  11. Thanks for your help ! The solution works flawlessly !
  12. Thanks for the answer ! However, I think I wasn't clear enough... The GET IN waypoint is synchronized to a LOAD waypoint. So the vehicles are owned by a group and the units to board the vehicles are from another group
  13. Hello ! I have a group of 8 foot soldiers, and another group of two 4 seats vehicles. Using a GET IN waypoint results in 4 men boarding a vehicle, and the rest moving on foot, even thought there's another vehicle with enough seats to accomodate them. So are you aware of a way to make the squad board BOTH vehicles ? Thanks for you help ๐Ÿ™‚
  14. Hello ! I'd like to make a HUB mission in a user-made campaign the same way HUBs are present in the Arma 3 campaign. However, there's no documentation for the HUB parameter in the campaign description.ext reference page, where the only explanations provided are : enableHub = 1; // TBD - has to do with coming back to a "base" . . . //Define a mission to be hub. May have to do with CfgHubs. isHub = 1; // 0: disabled - 1: enabled. Default: 0 Is there someone with knowledge on the subject who can share information on how to make a campaign HUB ? Thanks !
  15. The Virtuous Mission "Listen up Jack, your mission is to infiltrate Tselinoyarsk in the soviet mountains, ensure the safety of Sokolov and bring him back to the west." Mods : RHS AFRF, RHS USAF.