DeadNuts
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Would it be possible to re-texture the surface of the water via a modded config.cpp? I'd like to make it appear like a marsh covered in pond scum. I'm using stratis as a test case and have been able to manipulate things like the color of the water's surface, opacity and underwater fog. After digging through various configs that seem to deal with water textures in the splendid viewer in the editor I managed to include them in my config file and point to a custom texture packed in my mod's pbo but I'm still getting the generic water texture. Completely new to this, only have messed with some simple scripting in the past. Any help appreciated.
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v1 script released JBOY Giant v1
DeadNuts replied to johnnyboy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Awesome job, this is the kinda stuff I envisioned when I first started tinkering around with scripting in Arma a couple years ago. Was pretty bummed to find that there was no way to scale objects but it seems they've fixed that with the new setobjectscale command. Have you tested this in a multiplayer environment? I tried spawning in some scaled objects on my server and only things that are local to each client appear scaled. I also thought that it could only be used on simple objects and/or objects that are attached to something. When I spawn in a AI soldier with a modded scale they immediately "snap" back to the proper size within a second or two. Also I can't seem to get AI to stay in scaled vehicles even when they are attached to something... they bail out after a few seconds. Anyways, really looking forward to a public release of this, thanks for sharing what you have so far. -
DeadNuts started following co10 Escape
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When war-torn is enabled on NATO vs CSAT missions the random AAF squads in towns/cities always seem to spawn with a "renegade" that ends up executing the rest of his team. I always wondered why I'd find piles of dead AAF in towns and almost never any CSAT. Out of curiosity I enabled the debug console/Zeus and using a script to teleport into towns you can see it very clearly as the AAF squads spawn in. The renegade remains hostile to every AAF unit he runs across. Is there any way to fix this? Great missions by the way... my favorite way to play co-op Arma by far.
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Custom mission sounds issue since latest patch
DeadNuts posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Since the latest 1.92 patch the ability to increase volume on custom mission sounds in the description.ext file seems to be broken for me. Even huge, deafening amounts like going from "db+20" under "class CfgSounds" to "db+100" makes no difference. These are ogg audio files I'm playing in-mission with the "say3d" command via scripts, specifically. Only reason I noticed is some of the sounds in a mission that worked perfectly a few weeks back are now much quieter. Can anyone confirm this? -
Help with funny little "mortar ride" script
DeadNuts posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
One of the servers I frequent has a admin that likes to run custom scripts via the debug console between serious missions from time to time. Stupid but fun things like dog followers or shooting rpg rounds from your gun via an addEventhandler. I was inspired enough to try my hand at some basic coding and came up with the following: //==========START OF CODE================= //spawns pod launcher with return function at stand mort = "B_Mortar_01_F" createVehicle getPos player; mort setPosATL (player modelToWorld[0,3,0]); pod9991 = "Land_Pod_Heli_Transport_04_covered_F" createVehicle getPos player; pod9991 setPosATL (player modelToWorld[0,10,0]); pod9991 allowDamage false; stand9991 = "Land_InfoStand_V1_F" createVehicle getPos player; stand9991 setPosATL (player modelToWorld[4,3,0]); stand9991 addAction["return carpet", {pod9991 setPosATL (stand9991 modelToWorld[0,10,0]);}]; mort addEventHandler ["Fired", { _null = _this spawn { missile = _this select 6; podref = nearestObject [player, "Land_Pod_Heli_Transport_04_covered_F"]; waitUntil { podref attachto [missile,[0,-4,1.3]]; }; }; }]; //============END OF CODE================= What it is supposed to do: - Spawns mortar, taru pod and stand at player location - Firing mortar attaches the pod to mortar round and allows players to "ride" it - stand has a return function that teleports the pod back Works perfectly in the editor and switching between playable units... testing online via a hosted game with friend....not so much. If I run script locally and friend enters the pod they teleport to a far corner of map during the mortar round flight and teleport back when the round impacts. If I run globally and friend enters the pod *he* spawned I can use his mortar and the flight effect works for him (pod teleports away from my perspective and teleports back to impact). I have a very basic understanding of the whole server/global/local running of scripts and from what can gather it's got something to do with the addEventHandler "fired" for mortar only being local to the player that spawned it regardless of how the script is run. Running it on the server side had the same effect as local, I assume this is because it was a hosted game? Is what I'm trying to accomplish even possible via running with the debug console? Is there is issue with the code itself? Would running the script server side with a actual dedicated server and not via a hosted game give the desired effect? Below is a quick youtube video of it in the editor: https://www.youtube.com/watch?v=zQYaJIiRMq0