vihkr
Member-
Content Count
39 -
Joined
-
Last visited
-
Medals
Everything posted by vihkr
-
[Release] Virtual Arsenal Shop System
vihkr replied to 7erra's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ah ok I should have grabbed the most recent repo and read the docs. I'll try again, thanks. -
0:21:23 Error in expression <unit] spawn RVG_fnc_breathfog; }; _unit removeEventHandler ["SoundPlayed", _unit> 0:21:23 Error position: <removeEventHandler ["SoundPlayed", _unit> 0:21:23 Error Type Any, expected Number 0:21:23 File ravage\code\scripts\system\breathfog_init.sqf, line 19 0:21:23 Error in expression <unit] spawn RVG_fnc_breathfog; }; _unit removeEventHandler ["SoundPlayed", _unit> 0:21:23 Error position: <removeEventHandler ["SoundPlayed", _unit> 0:21:23 Error Type Any, expected Number 0:21:23 File ravage\code\scripts\system\breathfog_init.sqf, line 19
-
Alright. This came up (see image). Running Steam versions of ALiVE and Ravage on Esseker Fixed. Atmosphere Module is set to Artificial Lights -1, Breathfog Simulation Yes, No to everything else. It pops up every 30 seconds or so.
-
[Release] Virtual Arsenal Shop System
vihkr replied to 7erra's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yes, but why does mine say VASS and yours is arsenalShop? I am also using daily build from the GitHub repo. This is the head of my description.ext (and still I get the same error) and thanks for looking into this: #include "VASS\gui\cfgGUI.hpp" class cfgFunctions { #include "VASS\cfgFunctions.hpp" }; -
Where do I report bugs? GitHub? Elsewhere?
-
I know IFA3 has one voice "Polish 01" but that's about it. Any others?
-
When manually placing empty vehicles I don't want damaged by the Vehicles module, what do I put in the vehicle's init to protect it from the Vehicles module? Thanks.
-
[Release] Virtual Arsenal Shop System
vihkr replied to 7erra's topic in ARMA 3 - MISSION EDITING & SCRIPTING
When I try this: I get this: 10:31:28 Error in expression <money = player getVariable [TER_moneyVariable,0]; money = money + > 10:31:28 Error position: <TER_moneyVariable,0]; money = money + > 10:31:28 Error Undefined variable in expression: ter_moneyvariable -
Is this the expected behaviour for hit boxes?
vihkr posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Please see video below. I was testing "firepower" at fixed distances, with and without modded weapons and ballistics mods, and noticed that with automatic fire, bullet traces would actually pass through collisions with hit boxes. If you perform the same type of test with a semiautomatic, it collides 100% and will drop 90%+ of the models on the first hit (variable due to damage mechanics). But with rapid semi- or automatic fire, the bullets begin to pass through the targets. I tested this with vanilla and modded weapons, including turrets and the behaviour is the same. Rate of automatic fire does not seem to affect how many collisions there are (i.e. a modded MG42 at 1200 rpm is not less effective than a stock M2 turret) yet slow, deliberate semi-auto fire collides more reliably. This issue does not seem to affect the explosion modelling. Is this expected behaviour or a bug? -
Is this the expected behaviour for hit boxes?
vihkr replied to vihkr's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ya I thought that too. But is it by design (the dim down part)? -
I'm attempting to model an area that has been nuked sometime in the past on the Rosche terrain. The various estimated effects are here at NUKEMAP Currently, I am replacing buildings, trees and bushes with stumps and burned versions using GR's scripts: http://www.armaholic.com/page.php?id=34852 http://www.armaholic.com/page.php?id=34874 I've then edited a few specific buildings with the module Edit Terrain Object and replaced them with burned/damaged models. I then placed an object at the epicenter with Feuerex's example to cause damage to objects: things = nearestobjects [this,[],3370];{_x SetDamage 1} foreach things Where 3370 is the radius of the 5psi blast effects (buildings and tress flattened). I've then overlaid the object with the Ravage Radioactive Zone Placement module with the appropriate radius. So it should be all good, right? Wrong. I have 2 problems: 1. Manually placed building objects are destroyed too by Feuerex's script, even if I uncheck enable damage/enable simulation. How do I prevent them from being destroyed/damaged by the script? 2. Because it's such a large area, Feuerex's script is slow AF to execute. It really lags the server on mission load. Any more efficient options? Bonus question 1: does anyone know how to break all building windows in a certain radius? 1psi (windows broken) radius of a 300kt 300m altitude airburst is roughly 8700m. Bonus 2: any scripts to scatter random garbarge/wreckage/rubble in a radius? Thx guys.
-
Understood. Neither works.
-
So this should be able to handle props like Land_ruin_rubble as well? Cool thanks.
-
Hei! So what you're saying is that your building replace script should be used to replace buildings with the ruined versions instead of running Feuerex's damage script (to increase performance)? It's a cool idea but I want all the trees to be burnt and/or stumps and then blown over and the damage script does that. Furthermore, there are tons of other objects in the are that I want destroyed. And allowDamage false is equivalent to unchecking Enable Damage in the attributes dialogue which doesn't work.
-
Callsigns for Russian and Czech support assets
vihkr posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Don't know if this question belongs here. What are the callsign usage conventions (or just just typical callsigns) for Russian and Czech artillery, air attack, helicopter attack and helicopter support units? For instance: USMC helicopter units have unique (and cool sounding) callsigns which change: like BRAZEN or BRILLO (more in this article). Canadian battlegroup mortars would be FIVE-ONE, and artillery would be ONE-FIVE Any ideas anyone? -
New poster (try to take it easy on me!). I'm working on a campaign with some larger mechanized battles. My rig is not current but is hardly a potato (i7-4770K, GTX 970, 16GB). I can get 60-100+ frames on most multiplayer missions and other scenarios. I'm writing a Team Yankee type campaign where the co-op players take on company plus sized units in a series of battles. The players' unit consists of 10 tanks and 6 IFVs with 32 infantry (about 2/3 AI). Enemy force (AI) sizes start at a mechanized company (10 IFVs plus 8 infantry squads) and go up to 3-4X that size. FPS starts to suffer at the low end of battle size (-20 FPS). If I deploy 4 enemy companies plus support assets (scripted virtual artillery modules, airstrike effects etc.) it's an absolute slideshow until most of the units get destroyed. I'm already following many best practices: using effect modules and triggers for artillery, no out of visual range assets, removing assets from the mission using triggers when not needed, and aggressive dead unit garbage collection. However, the FPS still suffers heavily when there is a big battle. 1. Will using an AI mod like ASR AI 3 improve frames due to "more efficient" AI processing? 2. If 1. above is true, which AI mod is "most efficient"? 3. Enabling Dynamic Simulation seems to help somewhat but it makes some of battles unrealistic due to unit behaviour. Is there any way to plan/compensate for this? 4. Are there any other best practices and tips and tricks for big battles other than "use less units"?
-
Is there a script or add-on that will allow me to apply battle damage to the environment as part of a mission? As in placing the add-on on a town or city and randomly damaging or destroying buildings, fences, tress and props and cratering the ground. Instead of having to add environmental effects to each asset manually.
-
VCOM 3.0 and ALiVE AI are pretty good at avoiding stuff like that, as they will frequently flank. I may check if it's an issue, thanks.
-
Cheers. I'm still rather an SQF noob but I've doing bash scripting, Python and Java for a while. Thanks for the examples and references.
-
I did! Here's Chernogorsk from the SE. So clearly your code works great, thanks. The question is, how do I tone it down? Damaged > Destroyed. Your point about damage states for certain terrains is well taken, however.
-
Thanks! The approach with applying random damage worked pretty good.
-
How to damage all buildings on mission start?
vihkr replied to rekkless's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Works brilliantly, thanks. Questions: 1. Is there are functional difference between "House" and "Building"? I've been reading the Bohemia docs and it's confusing. e.g. Inference that they're different object classes here: https://community.bistudio.com/wiki/nearestBuilding 2. Assuming I want to damage both, is this syntax correct? {_x setdammage ((random 0.5)+0.4)} foreach ((getpos this) nearObjects ["House","Building" 500]); 3. Could I run your code from the init of a marker instead of an entity (using a can, like you suggested)? Thanks. -
Ya I was thinking that after I typed it. It's just rather confusing from a relative Factions standpoint. The yellow area is "Kurdistan" as per the CIA in 2002.
-
This is cool, especially the German stuff. And he kept his word on his deadline! That's a biggie--I wish my dev staff at work would/could do that. Requests: OPFOR (relative to Turkey): PKK (think Peshmerga but in Turkey and more "terroristy") YPG (including YPJ - women's protection units) BLUFOR Turkish Army Turkish Special Forces
-
Yes I did! I setup a firebase with some static weapons (3x Dashka, AGS-17 and 3x 82mm) and tried to attack it with a couple of squads. Got pasted. Good work.