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b3lx

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Everything posted by b3lx

  1. I have a weird problem where after hiding a massive number of map objects with hideobjectgobal through a preinit script they become unhidden after some minutes into the game. It happens when there is a high load like many spawned groups. Anybody has a clue?
  2. Here you have. This is the script I use. Those variables are actually global, by bad. Anyway it works with debug off so the only thing it does is to spawn an empty 20 seconds loop _center = [worldsize/2,worldsize/2]; _radius = worldsize; //for debug b3lx_DYA_HIDDEN_DEBUG = []; b3lx_DYA_HIDDEN_DEBUG_ON = false; ///////////////////FUNCTIONS _removeArrFNC = { _arr = _this; { hideObjectGlobal _x; b3lx_DYA_HIDDEN_DEBUG pushback _x; } forEach _arr; }; _rplModelFNC = { params ["_array","_oldList","_newlist"]; { _obj = _x; if ((getModelInfo _obj select 0) in _oldlist) then { _pos = getposATL _obj; _dir = getdir _obj; hideobjectglobal _obj; b3lx_DYA_HIDDEN_DEBUG pushback _x; _obj allowdamage false; _type = selectRandom _newlist; _new = _type createvehicle [0,0,0]; _new setdir _dir; if (_type == "b3lx_palm_B") then { _pos = _pos getpos [2.2,180+_dir]; }; _new setposATL _pos; }; } forEach _array; }; _removeModelFNC = { params ["_array","_oldlist"]; { _obj = _x; if ((getModelInfo _obj select 0) in _oldlist) then { hideobjectglobal _obj; b3lx_DYA_HIDDEN_DEBUG pushback _x; _obj allowdamage false; }; } forEach _array; }; _rplFNC = { params ["_array","_newobjarray"]; { _pos = getposATL _x; _dir = getdir _x; hideobjectglobal _x; b3lx_DYA_HIDDEN_DEBUG pushback _x; _x allowdamage false; _type = selectRandom _newobjarray; _new = _type createvehicle [0,0,0]; _new setdir _dir; if (_type == "b3lx_palm_B") then { _pos = _pos getpos [2.2,180+_dir]; }; _new setposATL _pos ; } forEach _array; }; ///////////////////GETDATA _trees = nearestTerrainObjects [_center, ["tree","small tree","bush"], _radius]; _all = nearestTerrainObjects [_center, [], _radius]; _houses = nearestTerrainObjects [_center, ["house"], _radius]; //_bushes = nearestTerrainObjects [_center, ["bush"], _radius]; //_other = (nearestTerrainObjects [_center, [], _radius]) - (_trees + _bushes + _houses); ///////////////////REMOVE BUSHES //_bushes call _removeArrFNC; ///////////////////REMOVE BAD MODEL BUSHES AND UNWANTED TREES _bushesToRemove = ["cype_brg_bird_1.p3d", "cype_brg_bird_3.p3d", "b_pistacial1s_ep1.p3d", "b_amygdalusn1s_ep1.p3d", "b_pinusm1s_ep1.p3d"]; _palmsToRemove = [ "cype_palm.p3d", "cype_palm_01.p3d", "cype_palm_02.p3d", "cype_palm_03.p3d", "cype_palm_04.p3d", "cype_palm_09.p3d", "cype_palm_10.p3d", "cype_palm_08small.p3d", "t_cacao_ripe_f.p3d", "t_cocosnucifera2s_small_f.p3d", "t_cocos_small_f.p3d", "t_cocos_tall_f.p3d" ]; _removetrees = _all select {(getModelInfo _x select 0) in (_bushesToRemove + _palmsToRemove)}; _removetrees call _removeArrFNC; ///////////////////REPLACE TREES _treesToReplace = ["t_cocosnucifera3s_tall_f.p3d","t_millettia_f.p3d","cype_amygdalus.p3d","t_ficusb1s_f.p3d","t_ficusb2s_f.p3d"]; _replacetrees = _trees select {(getModelInfo _x select 0) in _treesToReplace}; [_replacetrees, DYAtreesReplacers] call _rplFNC; //REPLACE TALL CUP RURAL BUILDINGS _CUPbldTall = [ "Land_House_K_8_EP1", "Land_House_K_8_dam_EP1", "Land_House_K_6_EP1", "Land_House_K_6_dam_EP1", "Land_House_K_3_EP1", "Land_House_K_3_dam_EP1", "Land_House_K_7_EP1", "Land_House_K_7_dam_EP1" ]; _housesRPL = _houses select {typeOf _x in _CUPbldTall}; [_housesRPL,DYAhousesReplacers] call _rplFNC; [b3lx_DYA_HIDDEN_DEBUG] spawn { while {true} do { sleep 20; if b3lx_DYA_HIDDEN_DEBUG_ON then { _test = 0; _test = count (b3lx_DYA_HIDDEN_DEBUG select {!(isObjectHidden _x)}); hint format ["time: %1, unhidden: %2",time, _test]; }; }; };
  3. Ok, thanks, I missed that in the stuff I read. I'm going to change it. Should I keep the "if (isserver) then {...}" to make it possible to use in multiplayer or every client has to run it?
  4. I think this is what is happening but look, I solved it by accident trying to debug it, no joke: _DEBUG_ON = false; [_DYA_HIDDENARRAY] spawn { while {true} do { sleep 20; if _DEBUG_ON then { _test = 0; _test = count (_DYA_HIDDENARRAY select {!(isObjectHidden _x)}); hint format ["time: %1, unhidden: %2",time, _test]; }; }; }; I thought you need to run hideobjectglobal in the server to be multiplayer compatible
  5. Is there a way of adding AI pathing to a specific area or object in a mission? I'm thinking of AI being able to cross the river bridges in Diyala or walk over editor placed surfaces or buildings. I don't want to use waypoints, I just want the added path to be there for the AI to consider it in it calculations like any other route.
  6. maybe a trigger detecting units and vehicles near a bridge that will execute a script where they are moved with setvelocity to near the beggining of the bridge, then setdir to the bridge direction and then again setvelocity until they reach the other side? I'm gonna do this, I don't care they will look weird, but they WILL CROSS THE DAMNED BRIDGE!!!
  7. Since you are looking at vehicles for your super AI, I would like to share two issues with vanilla and every AI mod out there. Don't know if there is anything you can do about this in the scope of your mod... 1 - Armed vehicles don't stay far enough to be effective, they always dive into the action and of course are readily neutralised. The other problem with this is that in mixed dismounted and vehicle groups, vehicles always arrive first at their target without any cover. I don't know if this is possible to solve without messing with waypoints, though. 2 - Crews don't disembark properly. In the case of unarmored vehicles they should disembark far enough to keep their vehicle and driver at safe range. In the case of APC's they can approach to directly assault a position but then rapidly disembark and cover, like these guys do: https://streamable.com/e7mzfv Thanks!
  8. I think you guys should reconsider scopes for the Mosin. It's a very common platform for conversions: https://i.imgur.com/z8Rz3Kd.jpg
  9. b3lx

    MILITIA MOD+SCRIPT

    Gave up on this one and did a total remake based on VTN mod:
  10. B3LX_MILITIA Generic faction mod + customizable faction script This script provides a fast way to create a custom faction allowing for selection and randomization of uniforms, vests, head and facewear, weapons, insignia and flags. This mod doesn't change any existing mod asset or texture as it contains only configs and scripts, except images used in insignia and flags which were made by author. -->Features: -Four already set-up factions: - Yekîneyên Parastina Gel, default WEST faction - Hayat Tahrir as Sham (ex-Nusra), default EAST faction - Jabhat Tahrir Surya (Ahrar + Zinki), selectable in init.sqf - Turkish backed FSA (Sultan Murad + Hamza Division), default GUER faction. -Compatible with alive: spawned units in alive will have the specified identities, loadout and vehicle flags. -Customizable: create as many factions as you want and use mission based factions. -Open to adaptation, include your own assets and other mods in the script to extend it to your needs. You can use this script with any exisitng faction if you add or change classnames in unitTypes.sqf. Examples: YPG Hay'at Tahrir as Sham Olive Branch Forces -->Requirements: -CBA -RHS complete - needed for weapons and vehicles, obviously. -Project OPFOR - it has all the important camo patterns and allows insignia. -->Optional mods for better functionality: -Iraqi Syrian Conflict mod - provides takbir shouts (if you care for this mod you probably already own ISCmod) -VSM Accessories - provides diversity in balaclavas (strongly advised for decent balaclavas) -Hidden Identity V2 - provides diversity in shemaghs (strongly advised for really jihadi looking shemaghs) -CL_Armbands - provides armbands for less standardized factions (not needed but helpful when using factions that look similar, many actually use them in the syrian war beacuse uniforms are not "uniform" enough). Download from dropbox B3LX_MILITIA.ZIP
  11. Mods: CUP Core, Diyala Map, Diyala Versions
  12. DIYALA VERSIONS I have been using the Diyala terrain for Middle East scenarios, but after having twisted it with scripts to make to look more like Syria or certain parts of Iraq, and dealing with the problem of AI not crossing the irrigation canal, I decided to settle for a faster, easier and readily available solution: just select the terrain in 3den. This set of three versions for the Diyala terrain chosable as different terrains (no irrigation, olive trees and different palm trees) 1 - Diyala (no irrigation): Same Diyala but without the irrigation channel. It's a vegetation strip instead 2 - Diyala Olives: No irrigation channel, some custom edits for Diyala and olive trees instead of palm trees 3 - Diyala Palms: No irrigation channel, some custom edits for Diyala and a different model of palm tree (Malden palms) instead of the original Tanoa ones Needs the orginal Diyala terrain as dependency. Respects @CypeRevenge work: no upload of original Diyala. Just a bunch of config.cpp and scripts. Modular: You can delete unwanted terrains and keep only one version if you want. Keep DiyalaCore.pbo and objects.pbo and at least one of the terrain configs: DiyalaPatch.pbo DiyalaPalms.pbo DiyalaOlives.pbo REQUIRED ADDONS: Diyala Map https://steamcommunity.com/sharedfiles/filedetails/?id=680808574 DOWNLOAD LINK: https://steamcommunity.com/sharedfiles/filedetails/?id=2061233414
  13. Is there a way by scripting or by making a cfgvehicles patch to make an object's boundaries be ignored by AI? I want the AI to go through the object as it didn't exist. Disabling simulation or creating it as a simple object doesn't work. The object is there just for visual purposes like a curtain.
  14. This is exactly the opposite of what AI behaviour should be. Usually people complain about AI crossing walls but this should be achievable. Is it possible to remove a LOD by config?
  15. Meanwhile I use RDS tanks together with VTN, so I can get BMP's, T-55's, T-72's and high tripod dushkas, but keeping it small in size
  16. Is there any way to show callsigns on group icons on the map? I found this link about an arma 2 method but it didn't work.
  17. Do you know how to hide enemies before they are known? I use a knowsabout workaround but maybe there's a more straightforward solution
  18. I had made it work somehow but missed the BIS_fnc_sideColor part. Thanks
  19. Hi, dak Some bugs: "VTN_TOYOTA_LC_HZJ79_ZU23" - value "TransportRepair = 10000" makes it a repair vehicle. Should be "TransportRepair = 0" like "VTN_KAMAZ5350_379_ZU23_EMR" "VTN_TOYOTA_LC_HZJ79_KPVT" - problem in shadow when destroyed.
  20. Veteran Mod, ReColor, CUP Terrains Core, Diyala, b3lx militia
  21. oh! I thought they were global variables. Thanks! By the way let me just ask you: I'm still using the stable version, can I change to 1.23 without major problems?
  22. Why would these variables be still nil with 30 minutes of mission time? And everything seems to work fine https://imgur.com/a/pU2TyWu
  23. Hi, I'm wondering if I can use a patch to reduce the forest sounds in diyala since I'm hiding most of its trees. Can it be done with a simple solution like inheriting the whole EnvSounds class from another map instead of replacing all the individual sound classes ?
  24. I meant that a VTN AKM looks and sounds different from a CUP AKM which makes them inconsistent to use in the same mission, and so I prefer to use just one. But I don't think they are incompatible since I believe both VTN and CUP use the same damage values as vanilla (please correct if this is wrong). By incompatible I was referring to using different damage values which I believe to be the case of RHS.
  25. b3lx

    VTN INSURGENCY

    I put in missions folder and it worked. Why did I put it in MPmissions first and hosted a server I don't remember. All is fine now, thanks!
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