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Storm Rider

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Posts posted by Storm Rider


  1. 7 hours ago, pierremgi said:

    There is no vegetation object (no class for createVehicle), if I'm right, in Arma vanilla. So, are you using CUP mod, or else, for that?
    or do you want to stay in Arma vanilla? In this case you can try the createSimpleObject command with model info.

     

    Note:

    It's easy to create vegetation as simple objects. You can save CPU resource but the trees, bushes or any little plant is not destroyable. That's a nightmare even for tanks.

    On the other hand, if you create many bushes with createVehicle on existing class (like in CUP), your FPS could dramatically drop.

    Thank you Pierre. I'm using SOG Prairie Fire CDLC. I tried it already using a clumsy combination of tools and modules like "Eden Extended Objects" to generate a bunch of random objects and "Terrain Object Replacement Module" to replace the created objects with a random selection of plants and trees. The loading times increased a lot, but it didn't affect performance too much, I think manly because it's only creating these objects in a small area and not the entire map.

     

    Regarding simpleobjects, do they affect line of sight of AI? The worst case scenario would be to have plants that limit a player's view but not the AI.

     

    Cheers

    • Like 1

  2. Hello lads, I'm trying to figure out how I can randomly generate a random array of objects in a given area. I would like to increase the density of vegetation of a given forested area without the need to manually place each tree or plant individually. I'd like to be able to input an array of objects, a amount and a marker area, have it to randomly pick and distribute these objects inside this area. Anyone has any idea on how to achieve this?  I thinking about these two sources:

     

    https://community.bistudio.com/wiki/Example_Code:_Random_Area_Distribution

     

    Cheers

     

     

     

     


  3. If anything, I'd like Arma 4 to be a more like a realistic tactical simulator than a cinematics tool. My inspiration is always Steel Beasts Pro, a training tool intended to allow even the rudest and crudest of grunts to be able to quickly create realistic scenarios while at the same time as being simple, it's extremely powerful with clever and intuitive conditions/events/triggers logic tool. The problem with all OPF and Arma games throughout the years have always being its inability to accomplish the basics without extremely frustrating scripting and debugging. The scripting is without a doubt an absolutely powerful tool, the problem is when it becomes or when it became a dependency instead of being a just helpful addition. One should be able to at least accomplish creating a full working realistic scenario with only the Mission Editor alone and none scripting at all.

     

     

     


  4. Thank you very much @pierremgi for this code. It works!

    Would you be able to extend this code to also support vehicle types as support requesters?

     

    Cheers

     

    MGI_radios = ["vn_o_pack_t884_01", "vn_o_pack_t884_ish54_01_pl", "vn_o_pack_t884_m1_01_pl", "vn_o_pack_t884_m38_01_pl", "vn_o_pack_t884_ppsh_01_pl", "vn_b_pack_prc77_01_m16_pl", "vn_b_pack_03_m3a1_pl", "vn_b_pack_03_xm177_pl", "vn_b_pack_03_type56_pl", "vn_b_pack_03", "vn_b_pack_prc77_01", "vn_b_pack_trp_04", "vn_b_pack_trp_04_02", "vn_b_pack_03", "vn_b_pack_03_02", "vn_b_pack_lw_06"];  // or any backpack you want
     
    MGI_radioSupport = {
     params ["_unit"];
     waitUntil {_unit == player};
     while {isPlayer _unit} do {
      waitUntil {sleep 2; (backpack _unit in MGI_radios or (backpack _unit) isKindOf "TFAR_bag_base") or !isPlayer _unit};
      if (isPlayer _unit) then {
       [_unit,SupportRequester,cas1] call BIS_fnc_addSupportLink;
       [_unit,SupportRequester,supply1] call BIS_fnc_addSupportLink;
       [_unit,SupportRequester,gunship1] call BIS_fnc_addSupportLink;
       [_unit,SupportRequester,helo1] call BIS_fnc_addSupportLink;
       [_unit,SupportRequester,arty1] call BIS_fnc_addSupportLink;
      };
      waitUntil {sleep 2; (!(backpack _unit in MGI_radios) && !((backpack _unit) isKindOf "TFAR_bag_base")) or !isPlayer _unit};
      if (isPlayer _unit) then {
       [SupportRequester,_unit] call BIS_fnc_removeSupportLink;    
      }
     };
     hintSilent " Player has changed";
     private _providers = _unit getVariable ["BIS_SUPP_allProviderModules",[]];
     private _HQ = _unit getVariable ["BIS_SUPP_HQ",objNull];
     if (isNil {player getVariable "BIS_SUPP_HQ"}) then {
      if (count _providers > 0) then {
       {
        private _providerModule = _x;
        {
         if (typeOf _x == "SupportRequester" && _unit in (synchronizedObjects _x)) then {
          [player, _x, _providerModule] call BIS_fnc_addSupportLink;
         };
        } forEach synchronizedObjects _providerModule;
       } forEach _providers;
      };
      player setVariable ["BIS_SUPP_transmitting", false];
      player kbAddTopic ["BIS_SUPP_protocol", "A3\Modules_F\supports\kb\protocol.bikb", "A3\Modules_F\supports\kb\protocol.fsm", {call compile preprocessFileLineNumbers "A3\Modules_F\supports\kb\protocol.sqf"}];
      player setVariable ["BIS_SUPP_HQ", _HQ];
     };
     {
      _used = _unit getVariable [format ["BIS_SUPP_used_%1",_x], 0];
       player setVariable [format ["BIS_SUPP_used_%1", _x], _used, true]
     } forEach [ "Artillery", "CAS_Heli", "CAS_Bombing", "UAV", "Drop", "Transport" ];
     [SupportRequester,player] call BIS_fnc_removeSupportLink;
     player spawn MGI_radioSupport;
    };
     
    player spawn MGI_radioSupport;

     


  5. I think I found a bug in the teamswitch *sic where the group leader of the original group will skip its current waypoint.

     

    The mission setup is as follows:

    Two groups (>1 members) of infantry units, all playable, are given 3 parallel "Move" waypoints, the last being "Cycle", creating a square.

     

    yhAsJKM.jpg

     

    Using this code in a gamelogic init, to enable AI after switching units:

    null=[] spawn {sleep 0.5;onTeamSwitch "selectPlayer (leader _from); {_x doFollow leader _from} foreach units _from; selectPlayer _to;"}

    -If the first player unit was one of the 2 group leaders, then after "teamswitching" to any other unit, its original group will skip the current waypoint.

    -If the first player unit was a subordinate unit of one of these 2 groups, then after "teamswitching" to any other unit, including squadleaders, the group will maintain their current waypoint.

     

    Ps. With or Without the above gamelogic init code, the condition can be reproduced, except that the previous/original group will not move although having an active waypoint.


  6. Hello fine people, I would like to ask if its possible to add in the mission editor, the model of ammunitions as a prop. For example, the Tow missile, or 25mm cartridge, or perhaps a 120mm round. I'd like to have this in order to make custom visual compositions. Thanks

     

    Medium-Calibre-Ammo_content_small.pngeb1da0425bafbbca8a321da9bbfa348c.jpg


  7. On 9/6/2018 at 7:21 PM, fingolfin said:

    It’s been quite some work but today I finally finished the camo textures for the HMMWVs and added the M966 TOW carrier to the AAF’s arsenal.

     

     

    I know this post is old, but I'd like to ask if its possible to add the tow missile, or any other ordnance, as model or prop in the mission editor in order to make visual compositions?


  8. Hello, I'm trying to create a mod to modify the configuration of the vanilla ammunition to make it more realistic. By checking the files of a few selected mods and also using the editor "Config Viewer", I already have a good understanding of the lines I need to add and the values I want to edit. What I dont know is how to create the mod structure and convert it into a fully working mod. Also, although I could locate the config files using the "Config Viewer", I am unable to find the actual config files in the arma 3 installation folders. I have some experience with map editing, but this is my first attempt at creating a  "config patching mod".

     

    Please help.

    Cheers

     


  9. On 2/26/2020 at 2:33 AM, nkenny said:

    @kju

     


    Building interaction
    I've spent a fair amount of time getting AI into and out of buildings with LAMBS AI.  What I mean when I brainstorm a better user interface is a system which marries easily to the existing one. 

    Select one unit and it will render the exact building position the AI will seek.  Select many, and it will still only show one. The other units will mill uselessly about.  Idea: Have the accompanying units instead move to the next nearest defined buildingPos


    Simple. Easy. Intuitive and useful. 

     

     

     

     

    I like your ideas, but I'm still concerned if it would look and act convincingly. Take the videos below as an example. Do you think that it would be possible to get the AI to autonomously behave and act like the videos below?

     

     


  10. On regard to vehicles, in special armored vehicles like tanks, apcs and ifvs, my opinion is that it's useless and very cumbersome to display or even to exist all the AI crew members of all the vehicles in a platoon. Perhaps it would work better, or at least work to virtualize the AI and make vehicles behave as single entities. Perhaps this way a platoon of tanks can, after 20 years of OPF and Arma, finally drive and fight in formation.


  11. On 3/22/2020 at 6:24 PM, mondkalb said:

    Heya, I've done a quick test:
    Firing KBA 25mm APDS-T at a sideways parked BMP-1 at 550m.

    It took 15 rounds (aimed at the center of the vehicle) to force the crew to eject. Shortly after the BMP-1 exploded from an internal fire in the ammo compartment, wrecking the entire vehicle.
    Same result after 11 rounds at 375m. A bit of randomness factors into this, so I'd have to up the sample size by an order of magnitude at least to have some average values to report. But in no cases did the BMP-1 fail to be destroyed after just a few rounds on target.

    Can you describe the situation and setup where you encountered a BMP-1 that survives 25mm hits? This would help us taking a closer look at what could possibly be happening.

    That's exactly the situation. One ≥20mm hit to the side should be enough to liquidate a bmp1. The BMP1 in particular was developed to be able to withstand 20mm hits to the frontal arc only, providing only small arms protection to the sides and rear. Also, it wasnt provided with any ammo or fuel protection at all meaning that any penetration is a potential catastrophic event for this vehicle. Do a comparison with the other BMPs found in the game (CUP, RHS...) but also, if you can, in other games (WT) and military simulators (Steel Beasts Pro PE*), with less limitations as in the arma series and you'll soon figure out that there's a problem there.

     

    In Steel Beasts, with the Marder 1A3 (20mm cannon) it only take 1, sometimes a couple of hits from <1000m to destroy a BMP. With a Boxer armed with a .50 cal RWS, with a few bursts its possible to destroy it from 500m and disable it from up to 1000m. With the CV9030 (30mm cannon) its possible with a few shots to destroy the bmp from the front at 500m and disable it at up to 1000m. It only takes only one shot to the center of mass at the side to destroy the bmp from any range up to 1500m. So yeah, its way over armored. You said 11 hits at 375m... 😫

     

    https://imgur.com/a/uqvKJT7

     

    *Steel Beasts, for those who dont know, is a professional military training simulator, offered in two distinct versions:

    SB Professional: Training of soldiers in a (networked) simulation lab under the direction of an operator/controller.

    SB Pro PE: Training of soldiers on their personal PCs using exercises that do not require an operator/controller.


  12. 1 hour ago, spooky lynx said:

    That's a necessary way to override the ArmA engine limitations. There's no proper damage system like Warthunder's one, for example. So you still have to rely on the hitpoints mostly. Kinetic munitions have to hit directly ammo or fuel/oil/hydraulic fluid tank/pipe to produce a damage and set a vehicle ablaze or produce a significant amount of armor splinters inside the vehicle. But all this is impossible in the ArmA engine due to lack of such modules in the vehicle's model.

    I understand that that is one of the many limitations that even after 20 years of development BIS could not fix. But its at the same time ridiculous. The BMP, being optimistic, is only very lightly armored. There were cases during Desert Storm where BMPs were disabled at distances close 1km by barrett m82 which is a .50 anti materiel rifle.


  13. That's the one thing that I would love to see, that 's always been missing in the Arma series. A proper CQB gameplay which includes other than the usual short DLC SP campaign and units & weapons, a proper CQB dynamics and AI doctrines. I imagine it with new map/top down commands and waypoints similar to Door Kickers, plus automated AI behaviors like one-man/team room and house clearing tactics, formations and specific commands.

     

    • Like 2

  14. I really enjoy RHS, but after some playing I came to the conclusion that for me, M1 Abrams' long turbine start-up delay combined with Arma 3's automatic engine turning offs is a game breaker. Is there anyway to disable either of these features?

     

    Compared to CUP's, on RHS, as soon as one or the AI stops the vehicle, the engine turns off, making it impossible to properly move in formation and the AI keeps lagging behind.

    • Like 4

  15. First update. The map feeling of space is huge, I mean, I tried populating just a small fraction of a tiny village and feeling was that it was a tiny dust spot in a whole world. Perhaps 1:1 scale is not the best solution for this map. On the other hand, I've been testing with a different concept, inspired a bit by BIS themselves. The idea is: if I'm going to down scale the map, to around 7m/px (from the original 12.5m of them Alos Palsar dem), then I might as well include in the map more regions of interest from the 1982 Lebanon War, by merging together and smoothing the transition between these different regions. Its still a hell lot of work, but with considerably smaller urban areas.

    • Like 1

  16. Hello guys, I would like to present this project that I'm working. Although I started modding maps back in Arma 2, in 2010, I've been away ever since. I'm still  in the very early stages of work as I'm still learning all the peculiarities of arma 3 modding and will definitely need as much help as I can get. I'm also working in parallel in another project, the map of Goose Green, Falklands (Ganso Verde, Malvinas). As always, I try to use the lowest cell size possible (<5). As of now, I'm not sure as I will ever be able to complete this project, as my free time is usually very short, but I can try.

     

    For this project, I intend to first create a prototype, with lowres textures and then improve it, as much as I can. I'm still a bit undecided on what portion of Lebanon to create. I'm very interested in the 3 main conflicts between Israel and Hezbollah: 1978 Operation Litani, 1982 First Lebanon War and Occupation, 2006 Second Lebanon War, although the regions of interest for these 3 conflicts vary considerably and would require an immense map. Perhaps it might be a better idea to create completely standalone maps of each portion, limiting the map size to about 20x20km so as to maintain a small cell size.

     

     

     

    IWl6QOu.jpg

    The heightmap is a 12.5m resolution Alos Palsar dem

     

    The current region that I'm working on, is the area of Bint Jbeil, which has seen a lot of action in 2006. For these Im considering two options:

    1- A single Mapframe of 4096 x 5 cell size = 20.480km

    2- 4 Multiple Mapframe 4096 x 4 cell size = 16.384km each, with a total of 32.768km

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

    • Like 8

  17. On 8/24/2018 at 2:25 PM, Cosmo_D41 said:

    Try opening the exported .asc-file from L3DT with a texteditor and adjust line 3-4 like this:

    
    xllcorner     200000.000000
    yllcorner     0.000000

    This should help importing that file to TB and beeing in the right zone.

     

    Thanks, I read somewhere that this is the universal settings to be able to make roads. Should I do the same to any map imported into TB, regardless if it was edited in L3DT or not?

     


  18. On 8/23/2018 at 2:56 PM, LoRo said:

    Is your first map? mine is the first, I just did some tests before, I like the idea of working in 1: 1, in the next version I will try to work with a resolution of 1m / px, using the method that suggested me @opteryx, what probe and it's a wonder, also allows you to update the map, without going back to upload the textures.

    For the surface terrain use the mission Alos Palsar:
    https://www.asf.alaska.edu/sar-data/palsar/download-data/

    For the underwater terrain use topo15 (15gb is the whole planisphere in low resolution)
    ftp://topex.ucsd.edu/pub/srtm15_plus/

    And to mix them use Globalmapper, it took several months to find a way around this matter, imagine that manually doing so many square kilometers of seabed was not among my options, and I did not find any tutorial to explain this, rather I was working on it, basically calculate silhouettes at a certain height to turn them into areas of selection and thus cut both DEM to superpose them, I also had to use a calculator that brings the soft, to go down and up the height of the land to make them match better with sea level, and in the union generate a layer at a certain depth to connect the points where they did not match each other and the result was quite acceptable ...

    the L3DT only use it to generate the normalmap, I had problems exporting in .asc and in .xyz to the TB, I do not recommend it, there were several strange things in the field,

    I export directly from globalmapper in .tif (geotiff without geo reference info)

    the truth is that this is pure trial and error

    Sincerely there are still some things that I do not know how I'm going to do them, but I can surely solve them

     

      Reveal hidden contents

    Es tu primer mapa? el mio es el primero, solo hice algunas pruebas antes, me gusta la idea de trabajar en 1:1, en la proxima version voy a probar trabajar con una resolucion de 1m/px, usando el metodo que me sugirio @opteryx, lo probe y es una maravilla, ademas permite actualizar el mapa, sin volver a subir las texturas.

     

    Para el terreno de superficie use la misión Alos Palsar:
    https://www.asf.alaska.edu/sar-data/palsar/download-data/

     

    Para el terreno submarino use topo15 (15gb es todo el planisferio en baja resolucion)
    ftp://topex.ucsd.edu/pub/srtm15_plus/

     

    Y para mezclarlos use Globalmapper, tarde varios meses en encontrarle la vuelta a este asunto, imaginate que hacer manualmente tantos kilometros cuadrados de lecho marino no estaba entre mis opciones, y no encontre ningun tutorial que explique esto, mas bien me la fui ingeniando, basicamente calcule siluetas a determinada altura para convertirlas en areas de seleccion y asi recortar ambas DEM para superponerlas, tambien tuve que usar una calculadora que trae el soft, para ir bajando y subiendo la altura de los terrenos para hacerlos coincidir mejor con el nivel del mar, y en la union genere una capa a determinada profunidad para conectar los puntos donde no coincidian entre si y el resultado fue bastante aceptable...

     

    el L3DT solo lo use para generar el normalmap, tuve problemas exportando en .asc y en .xyz al TB, no lo recomiendo, salian varias cosas raras en el terreno,

    yo exporto directamente desde globalmapper en .tif (geotiff sin info de geo referencia)

     

    la verdad es que esto es puro prueba y error

    sinceramente aun hay algunas cosas que no se como las voy a hacer, pero seguramente las pueda resolver

     

    30nGArX.jpg

     

    Thank you Loro! I still have a long way to go and steep learning curve to climb.

    Cheers

     


  19. Muy bien ahi vamos! Yo estoy trabajando tambien en un terreno de Malvinas pero estoy hacendo mucho mas pequeno, solamente el un cuadrado de 10x10km 1:1 centrado en la padrera del ganso con una resolucion de 2.5m/px. Mi objectivo es de intentar poner el maximo de detalles en una pequena area. Estuve trabajando con un DEM mesclado entre SRTM y Aster pero veo que tu version me parece mucho, pero mucho mejor. Donde puedo bajar el DEM este tuyo? Veo tambien que en tu version, la pusiste un DEM de buena resolucion para el terreno bajo el agua.; lo hiciste vos manualmente o bajaste? Se si, donde lo bajaste y como lo haces para mesclar los dos DEM? Una otra pregunta; dijiste que exportas el DEM desde L3DT al Terrain Builder en asc. Yo todavia no logre hacer esto, el TB no me lo aceptas. Solo logre importar en TB en bmp, que es una mierda porque me caga toda la vertical range. Como lo haces vos? Gracias loco, buen trabajo!

     

    Very nice! I'm also working in a terrain of the Falklands, but I'm making it quite smaller, squaring only the region around Goose Green and using a resolution of 2.5m/px. My objective is to include the maximum of detail in a small enough area. I've been working with a DEM mixed between SRTM and Aster but I can see that yours is a lot better. Where can I find the DEM that you're using? I also see that in your version, you included an under water DEM of fair resolution; Did you edit it manually or downloaded somewhere? If yes, where did you find it and how do you mix the two DEMs? One more question: you said that you export from L3DT to TB in asc. I still havent managed to do it. TB only accepts when I export in bmp from l3dt, which kills all the vertical range. How do you do it? Cheers mate, well done!

     

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