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PortalGunner

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Everything posted by PortalGunner

  1. PortalGunner

    JBOY Birds Of Prey [Release]

    Would be cool to see some modification of this as an "anti-drone" bird. Another possibility could be messenger birds, and even messenger-bird hunters.
  2. - - - - - - - - - - - - - - - - - - - - - - - - - EDIT: Solution here. - - - - - - - - - - - - - - - - - - - - - - - - - Hi all, I've been spending a while trying to figure out the proper method to attach a vest to a dog and correctly move it with the animations. Creation of dog and initial AttachTo are working fine, but I'm having trouble matching the direction of the vest to the dog's position. This is what I have been trying to work with so far, but it does not match correctly: _dog = dogDmy; _vest = "Vest_V_HarnessO_gry" createVehicle [0,0,0]; _vest attachTo [_dog,[0,-0.4,-0.54],"spine2"]; _n=[_dog,_vest] spawn { _dog = _this select 0; _vest = _this select 1; while {_vest in (attachedObjects _dog)} do { _vest setVectorDirAndUp [(_dog selectionPosition "spine2") vectorFromTo (_dog selectionPosition "hips"),[0.01,0.01,-0.99]]; sleep .1; }; }; There are similarities between this and a couple other scripts people have written, but they don't seem to work entirely for a dog. https://forums.bohemia.net/forums/topic/189737-attachto-trying-to-attch-a-lamp-on-torret/ http://killzonekid.com/arma-scripting-tutorials-uav-r2t-and-pip/ At the minute I am using While instead of a Draw3D or EachFrame EH to avoid unnecessary use of resources. Dog creation for testing: Thank you in advance!
  3. PortalGunner

    AttachTo Vest to a Dog [Script]

    That specific line is to average out the vectors between the upper back legs and the spine. Because apparently there's barely any mempoints down the centre of the body >n< The only reason I was able to figure that out was because the vector commands are similar to normal math commands. Thank goodness we have the wiki.
  4. PortalGunner

    AttachTo Vest to a Dog [Script]

    This took the better part of a day, but it's in a working state. Lag with the vest adjustments is affected by how often the direction of the vest is set. For me, a while loop with a short sleep is fine, and the lag provides a nice little 'bounce' to the vest when the dog is running. For faster refresh, reduce the sleep time or use a draw3D or EachFrame event handler. Although the full script I am working on will be MP compatible, the code below is local. Any object can be attached to the Mark object if attach location is known. Completed solution code: The vest spawned in the above code has its scroll menu/inventory disabled to prevent pickup. If you want inventory access, use the below code also: If you can think of any improvements, I'm all ears!
  5. PortalGunner

    AttachTo Vest to a Dog [Script]

    I have it working! Well, mostly. I've attached an invisible object to the spine, and am attaching the vest to that with an offset. setVectorDirAndUp now acts on the invisible object instead. The only problem now is that there's a bit of clipping when the dog sits down, just because of the way the MemPoints I'm getting the directions from move. I have to find a balance where it doesn't look to far off when standing but doesnt clip through when sitting.
  6. PortalGunner

    AttachTo Vest to a Dog [Script]

    When I eventually finish my full edit I will contact you in case you're interested, johnny. I found out that the "hips" selection is actually not in line with the body and for some reason is on the right leg. Here's where I'm at with this: // Average vector from 2 back legs to spine _dir = (((_dog selectionPosition "spine2") vectorFromTo (_dog selectionPosition "leftupleg")) vectorAdd ((_dog selectionPosition "spine2") vectorFromTo (_dog selectionPosition "rightupleg"))) vectorMultiply 0.5; // Vector from model origin to spine _up = (_dog selectionPosition "spine2") vectorFromTo [0,0,0]; // Adding a small offset on the pitch since we are matching to legs, not hips _vest setVectorDirAndUp [[_dir select 0,_dir select 1,(_dir select 2) + 0.4],_up]; It's a little funky on death, but it works. The major problem now is that the centre of the vest is not the actual centre, so when the dog sits, the vest starts moving behind the dog. Is there a way to set the model centre of the vest? Or to calculate attachTo with an offset on the vest and not just the dog?
  7. PortalGunner

    AttachTo Vest to a Dog [Script]

    What a cute dog johnnyboy. An update: In some respect I have pitch working, but it does not bank/roll with the dog when it keels over (and dies). As well as this, the offset of the vest model means that when it sits, the vest moves off behind of the body! With: _tilt = (_dog selectionPosition "spine2") vectorFromTo (_dog selectionPosition "hips"); _vest setVectorDirAndUp [[0.01,-0.99,_tilt select 2],[0.01,0.01,-0.99]]; vectorCrossProduct from the snippet I posted earlier is just returning [0,0,0]
  8. PortalGunner

    AttachTo Vest to a Dog [Script]

    I believe vectorDir is similar to vectorFromTo but uses the direction of the 'object' itself rather than the direction between two mempoints (hip/spine). Still, I will test it. It's the man himself! That screenshot is hilarious but awesome! Attaching to spine means its position will always be in the right place, no matter the dogs animation. Unfortunately that only works for the position, not rotation, so when the dog sits, the vest will stay horizontal and not pitch with the dogs back. Hence the use of setVectorDirAndUp. I'm not sure setting the vest as a simple object is necessary if you then use attachTo. Something I might try:
  9. PortalGunner

    AttachTo Vest to a Dog [Script]

    If I were any good with models I would certainly be giving those dogs the fashionable outfits they deserve! c; JBOY does have the best dog script in my opinion. This script is basically a small part of my edit of his (I've added too much to list >.>). I might consult him if he isn't busy. Unfortunately working with vectors and vectorDirAndUp is the one area I am not at all experienced in. It might be possible, if I can get the exact pitch/yaw/bank of the dog's spine, to send that data through example 1 from setVectorDirAndUp on the wiki. // set exact yaw, pitch, and roll _y = 45; _p = -80; _r = 0; _vest setVectorDirAndUp [ [ sin _y * cos _p,cos _y * cos _p,sin _p], [ [ sin _r,-sin _p,cos _r * cos _p],-_y] call BIS_fnc_rotateVector2D ]; But getting that data in the first place escapes me. It's also a completely different method than the two scripts I linked to earlier. It might just be easier to find a variant of those that works with the dog model, but finding that is also proving to be a hassle.
  10. Hi there. I have been doing quite a lot of scripting lately and would like to take a shot at maybe slimming this down for my own mission and modifying it so atleast the basics are MP compatible. Would anyone happen to have a clear idea on what exactly the MP compatibility issues have been? I have seen things about feral dogs and AI patrols not working as intended, but my intention is to cut out anything not regarding the player's dog. I also do not plan to run this on Dedi so that eliminates more problems. I will take a look myself and try to convert it to my needs, but I just wanted to see if I could get a clearer idea of any issues I may face. Don't want to bother anyone ·3·
  11. Hi there. So I've been trying to make a script that drops an object on a players head. I need it to be able to work even if the player is standing in a building. The two commands that are supposed to disable collisions are `enableSimulation false` and `disableCollisionsWith`. `disableCollisionsWith` would be harder to implement considering it would have to detect any possible map and mission placed object. And, unfortunately, even though I set Enable Simulation to false for the dropped object, if I am standing under a roof or another object, the obstructing object is destroyed (sometimes exploding) when the falling object lands. player switchMove "HubSpectator_stand"; _unit = player; [] spawn { _cTime = time; _pos = position player; _typeObj = selectRandom ["Land_FieldToilet_F","Land_ToiletBox_F"]; _fallObj = createVehicle [_typeObj, [_pos select 0,_pos select 1,(_pos select 2) + 10], [], 0, "CAN_COLLIDE"]; _fallObj enableSimulationGlobal false; _fallObj allowDamage false; while {(getPosATL _fallObj) select 2 > 0.01} do { sleep 0.01; _fallObj setPosATL [_pos select 0,_pos select 1,((getPosATL _fallObj) select 2) - 0.2]; if (time - _cTime == 5) exitWith {}; }; sleep 5; deleteVehicle _fallObj; }; sleep 1; player setDamage 1.5; player switchMove ""; sleep 5; hideBody _unit; I have tried the non-global `enableSimulation`, as well as `while {!simulationEnabled _fallObj} do` loops. Anyone have any idea how to go about this?
  12. Glad you got it working.You can't avoid that zero divisor error by the way. It's just a part of Warlords - I'm pretty sure you can ignore it.
  13. PortalGunner

    Custom Warlords Scenarios

    The easiest option is to set up your own following the wiki: https://community.bistudio.com/wiki/Arma_3_MP_Warlords It's not expected, but to be honest your only other option is to find the mission you want to copy in "<Arma 3 Root Folder>\Addons\missions_f_warlords.pbo" and paste that in your profile's MPMissions to access with the editor. You would then still have to move/add sectors and spawn points, at which point you might as well just take the easier option. I do believe Warlords now allows singleplayer (but never multiplayer) saving, but don't take my word for it.
  14. Well, I was in the early process of creating something similar to this mod before I knew this existed. Guess I don't need to worry about that now '~' No pressure to get it done Nichols. We can be patient! That model is absolutely amazing btw. It's all about balancing to get it just right isn't it ^^; If we can do anything to ease the process don't hesitate to ask.
  15. PortalGunner

    Object collision in script [Help]

    Unfortunately disableCollisionWith is not intended for use between two world objects, regardless of it's description. Also as far as I know, lineIntersectsSurfaces will only detect objects underneath the direct centre of the source, so if the object was big enough and you were standing, say, next to but not under a building, it would not detect it. EnableSimulation confuses me because in several places it says it disables collision - yet that doesn't seem to be the case in this script. I can't even find anything explicitly saying it doesn't disable collision. This whole situation is weirding me out.
  16. Don't mean to necro but thank you for this! Turns out I was getting the arguments from the wrong place (game files themselves), Config Viewer fixed that. Now I can have the Warlords module on our Zeus template begin only if a mission parameter is set.
  17. Great it's here! A couple questions: Is the FALSE/FALSE default config for the vehicle channel intended? And is the "enableTeamSwitch true;" in init.sqf required? Some great improvements in this version! Will be testing it myself shortly. I think the thing I would like to see next would be Zeus compatibility.
  18. Would you still be able to call it with CBA's XEH? If so, you can 'support' CBA without making it a dependency (Can't remember how, you'd have to look at their documentation). This would leave the animations available if you had CBA installed but if not they just wouldn't play. But that still depends on if it can be called as an extended event handler, and whether phronk would even want to work on that in an Addon-Free radio.
  19. From the recent update: Could be useful to fix the reload bug with the radio animation you were using (disable animation if player has started reload and re-enable when they finish [or if they die mid-reload]). I do think it's useful to have some visual feedback for transmitting, so I hope v1.0 comes quickly 😉.
  20. I think a toggle for the entire auto-access would be better, as it allows people to make their own custom solution for it. But that is just my opinion. Replacing the short range model would also make it identical to the radio icon.. which is a good thing, I guess!
  21. In my opinion hints should be a last resort as so many scripts use them. Is it a viable option to have a fake LED on the radio interface that acts as the "Transmitting" light (long-range radio could have something on the LCD screen)? Or possibly a fake switch/button that gets pushed in whenever you're transmitting? Possibly not viable but I'm just trying to think of options. Also, does this mean you plan to readd the Support Channel becoming available for gunners, commanders etc.? If I may, could I request this feature be optional? Kind of removes the point of my 'Artillery & Pilots only' script. The way our missions play out I'd rather not have every tank able to have access to the Support channel. I think the only use our group has for the Global Channel is communicating with Zeus when he's changed sides. We usually do it over Discord, but sometimes its nicer to do it in-game (I know AFAR doesn't support Zeus yet). As such I'm content with losing access to that. I think the only other thing I can think of to mention is that it would be useful if we had a classname array we could add radios from mods to (like Radio Backpacks = long-range radio access; ACE radio; etc.). Probably not important at this point but something to think about. Anyway, don't rush the release!
  22. I'm free most of the time if you need another tester. (Though when I post this it is 9:30pm here) I actually didn't know Global was forced for admin - so I guess that's why I had it. And although I would request you eventually add the Allied channel, I understand if that's out of the scope of the addon. At the same time I hope the support channel is more compatible with mid-mission application of the RTO trait (or was that replaced completely by the list?) ^^;
  23. I think that interface is pretty out of the way, so 👍 I honestly thought it would take longer so if it's coming out in the next week or two then.. awesome! Also, just want to get some confirmation on your plans for Global chat - it was available in the same way Direct was in the last release, which didn't seem right. At the same time if Allied channels are completed that would be cool! But either way I'm glad you decided to rewrite this addon.
  24. So the script I posted in my previous comment successfully manages who has the RTO traits, but it seems with some initial testing there's some problems with AFAR recognising the changed trait when its applied. Is there something I can call that will refresh it? Thanks.
  25. How do you reckon I should go about adding RTO to all Pilots (and possibly Artillery too)? I noticed auto-adding was removed with v0.8, but don't know how to replace that functionality (atleast elegantly) for just the two roles I mentioned. Sorry if I'm asking so many questions btw ^^; If I might suggest something, could the auto-adding be added as a toggle in CFG.sqf? Or was there another reason it was removed. I hope you continue development phronk! Edit: Going to try this Edit2: Got it working:
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