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Everything posted by LSValmont
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Looking forward for when this becomes a stand alone mod! Well done Vandeanson!
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[Release] Engima's Parked Vehicles
LSValmont replied to engima's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Masterfully scripted as always dear @Enigma. I would add to the description that the script is smart enough to delete parked vehicles when players are no longer near. Can't wait for the updated patrol script now that the new trigger params are in place since version 1.97. -
How do you get that face on a Unit? And that APC texture?
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createagent [SOLVED] Seamless replacement of AGENTS for normal UNITS via script.
LSValmont posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello Dear Community! So I am using agents for my Civilian needs on a coop mission but the mission also requires that some of those civilian agents rebel and attack players. Since agents are very basic and cannot attack I must find a way to smoothly replace said agent for a REGULAR UNIT when the WITNESS´s rebel state triggers. Here is how I do stuff so far: PS: As you can probably tell by the script I am going for a "as optimized" as posible script since there will be lots of Witnesses and Enemy Units on the map as well as objects so I am tight on frames.- 11 replies
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Now that was a very funny video to watch!
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createagent [SOLVED] Seamless replacement of AGENTS for normal UNITS via script.
LSValmont replied to LSValmont's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Good input Phronk! May I ask at which distance from the player do you do the swap? And you use a CALL or a SPAWN? Because using a CALL even with my 2 + 2 sleep I still get a nice swap unless the player is driving super fast towards the Civilian's location and only on that condition is the swap visible. (I am getting more than 50 FPS thou). Highs 70s most of the time. (MALDEN). PS: Since bis_fnc_taskPatrol doesn't work on Agents I am using this for making them patrol a little bit and then return to their original position. It works quite good but I wonder if it could be improved: Also, I've just tried the mission and with 36 Civilian Agents and 4 Rebel Units active I only lost around 2 FPS... The rebellious civilians engaged the players perfectly! Not only that but agents have the added benefit of not using groups so the mission gains unused group slots perhaps in the hundreds! I am wondering if the dynamic simulation system also works on agents? Since I am checking for simulationEnabled on their patrol script and also I don't deSpawn them when players are far like I do with normal units hoping that the dynamic simul system will take care of them. Will firedNear EH work on Agents?- 11 replies
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I am always impressed by the zombies' ability to go on a perfectly straight line formation on roads! 🤖
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createagent [SOLVED] Seamless replacement of AGENTS for normal UNITS via script.
LSValmont replied to LSValmont's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Wow! Incredibly useful! Implemented on all my scripts from now on! In order to avoid the error on -1 should I do? Something like: if ! (_nearPlayerIndex isEqualTo -1) then {private _nearPlayer = _allPlayers select _nearPlayerIndex;} else {private _nearPlayer = objNull;}; I don't get the param approach, I am terrible with params, sorry. Fixed and done! Implemented! That is redundant indeed, good eye! Right again! Only because I couldn't figure how to do that, if you could give me an example I would be most grateful! PS: Is this an example of what you are talking about: private _nearbyPlayers = ((allPlayers - entities "HeadlessClient_F") inAreaArray [(getPos _agent),100,100,0,FALSE,-1]) select {((alive _x))}; if (!(_nearbyPlayers isEqualTo [])) then { private _nearestPlayer = _nearbyPlayers select 0; }; Also, is this inAreaArray method as good as the first one on this post using findIf? Exactly... good Point Johny I almost did it but then I decided to just pass the class from the first FNC to the Rebel FNC so no longer needed to copy loadout. In fact I will increase the range at which the change happens from 30^2 to 90^2 so players do not spot changes in the faces etc.- 11 replies
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createagent [SOLVED] Seamless replacement of AGENTS for normal UNITS via script.
LSValmont replied to LSValmont's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Well, mission hosters could modify the % of Rebel Civilians but on my current config only around 10% out of the 40 Civilians have a chance to become rebels and engage the players and that is only if their "SUPPORT" stat is low. Quick question to all: How could I get the player that triggered this: private _playerIsNear = ((allPlayers - entities "HeadlessClient_F") findIf { (alive _x) && (_x distanceSqr _wPos < 30^2) }) != -1; Without messing up my "optimization".- 11 replies
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createagent [SOLVED] Seamless replacement of AGENTS for normal UNITS via script.
LSValmont replied to LSValmont's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Always on point @Dedmen! Thank you! I believe I adressed all your points correctly with this updated script: Of course if you have anything else please do share as I am always improving my scripts 😃- 11 replies
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How to Keep Civilians from Committing Vehicular Manslaughter?
LSValmont replied to dafuzzyone's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey @Grumpy Old Man, do you still have a mission with your Civ FSM lying around? Would really like to try your approach since most CIV scripts tank my FPS upon reaching 20+ Civs 😞 -
create Module Civilian Presence with script
LSValmont replied to CheyenneAH56's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey @gc8, have you complemented this script since you posted it here? I want to use it but also want to know if it needs any changes since its conception and how well did it worked for you? -
There was a small .pbo that did this but I cannot find it anymore, does anyone still has that and could share a download link?
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save Multiplayer Save and Load v2.1 - by Wert
LSValmont replied to Werthles's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thank you @Werthles! I will always wonder why didn't BI ever add this kind of Multiplayer save game option/functionality to their own game, specially considering Arma 3's MP component is bigger than SP. Well luckily we have talented people like you to fill in the gaps...- 17 replies
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save Multiplayer Save and Load v2.1 - by Wert
LSValmont replied to Werthles's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Congrats on your release @Werthles! Quick question, can we save mission/object variables with this tool? IE: missionNamespace setVariable [(str _killed)+"deathDate", date]; So when I load back the mission how the variable was at the time of the save must also be loaded....- 17 replies
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repack [Released]New Magazine Repack Script with Vanila-theme GUI!
LSValmont replied to SAKYAMONEY's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Well done @SAKYAMONEY!! I've been looking for a UI script like this for ages! I specially like points 2 and 3!! PS: Can you help me with some other UI project I have in the future? -
@nkenny Since your last update I've been having real issues with getting my Ai Squad mates to obey my commands and they refuse to leave buildings specially. Even thou the scripts I am using to command them disable their dangerAI until they reach their destination via: _unit setVariable ["dangerAIEnabled",false,true]; AND (group _unit) enableAttack false; (Those 2 commands seemed to work better before but not anymore). I went all they way into adding a while loop (I hate while loops) to force the Ai units under my command (squad mates) to leave the buildings via move commands (every second!) and still they would refuse to leave them! So perhaps there should be a CBA option to completely disable DANGERAI for player commanded Ai units (when the leader of the group of the Ai is a player). That could perhaps alleviate the lack of response or "obeying orders" that Arma 3 is already famous for and DANGERAI is accentuating even more in some situations. Other than that top notch as always!
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You sir are making me move all my malden/tanoa missions to your maps! (Especially the ones with the new buildings and sanz 10GB dependencies!) (My eyes, ears, immersion, hard drive, CPU and RAM truly thank you!) I mean your maps are immersive as hell and run 10 times better than the BI ones. I just wish you did a little bit more island maps rather than main land ones... at least an ocean/big lake on one of the map's sides would be awesome to have if you don't like full blown islands. Also, besides KULIMA we are really lacking a truly horror film inspired island/map in Arma 3. Something out of H.P. Lovecraft's Insmouth! All in all, hands down the best mapper Arma has ever seen and I've been here since Arma 1! Your maps look real without overclutting them on thousand of objects it is like you have a city/planner expert designer inside your head. I hope my city mayor gets to hire you some day, we could really use minds like yours to make our city's layout better!
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updated june 2020 JBOY Speak
LSValmont replied to johnnyboy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Very clean and sleek code @johnnyboy! A much needed script since there is nothing like this and missions will get such a huge immersion boost from this! -
v1 release JBOY Point Blank Melee
LSValmont replied to johnnyboy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Remember when I was a newbie here on the forums and you unselfishly helped me with my MP vDog Patrol script even thou you had a Dog script on your own!? Well you won my eternal admiration and friendship back then so I will always be there to help in your endeavors! Specially as noble ones as sharing your great work with everyone else! -
v1 release JBOY Point Blank Melee
LSValmont replied to johnnyboy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I remember when I added the simulWeatherSync command to my weather loop hoping that it would sync the weather changes across all players in MP and only ended up causing massive stutters and other MP issues. It took me a while figuring out that was the reason to blame! The same happened when I enabled Ravage's Breath fog effect and ended up killing my server FPSs after a couple hours. I reported that to @haleks and he was quick to fix it thou! Now when I code for MP I use as little weird (untested) commands as possible. I know many players play Arma 3 in SP but for SP I feel that there are so many better options out there... now when it comes to MP it is then that Arma 3 is truly unique in that you can create a SP like experience on a MP environment! PS: Triggers are loops that run every 0.5 seconds anyway... and loops are fine if they don't run simultaneously to other loops and specially if they run on the unscheduled environment. On my server I run 2 loops on each client, around 5 on the server and a few holdActions here and there... I get 70 FPS on malden now! -
v1 release JBOY Point Blank Melee
LSValmont replied to johnnyboy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Think of Ravage and how many zombies come into melee contact with the bandits and renegades spawned by ravage alone, not to mention any AI the players might be commanding on a regular MP mission in ravage. Outside of Ravage the scenario is a lot less likely like you said! You could perhaps limit the amount of simultaneous melee scripts by using a mission variable that becomes true if a melee animation script is currently being played like so: On the script/fnc: if (isNil {missionNamespace getVariable "jBoyMeleeWorking"}) then {missionNamespace setVariable ["jBoyMeleeWorking", false]; _meleeScriptWorking = missionNamespace getVariable "jBoyMeleeWorking"; if (_meleeScriptWorking) exitWith {hint "only one melee attack at a time, wait your turn!";}; //Exit the script if a previous one is still being executed, once the other is done this one can resume on the next loop! missionNamespace setVariable ["jBoyMeleeWorking", true]; // If the script did not exit it means we can run it, while we run it we set it to true so no other melee attack can happen simultaneously. CODE CODE CODE // Script ends here missionNamespace setVariable ["jBoyMeleeWorking", false]; Since the script runs quite fast anyway the next loop will catch the next melee Ai in line quite fast! Only a few seconds of delay while the previous meleeing Ai is done with its thing! -
v1 release JBOY Point Blank Melee
LSValmont replied to johnnyboy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Keep it simple, remember some of us want to use this for MP! AttachTo and excessive commands are bad and cause desyncs, stutters and other MP related issues. Remember there could be a very high number of Ai units executing your script at any given time so have that in mind. Other than that a must have script! Fixes a very long standing Arma 3 issue! -
L_ambiCivs - Civil population, performant and MP-Compatible
LSValmont replied to laxemann's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Probably the best MP civilian script in terms of performance! Love the cleanness and CBA/ACE3 scripting style of going full unscheduled environment! I might have found a potential issue. If you kill a civilian and set the L_ambiCivs_fnc_deleteCheck to take longer to check for deletion of the Ai then they might not get removed from the L_ambiCivs_civs Array. Therefore you go around killing civilians you can reach the L_ambiCivs_maxCivs fast! I used a mission killed EH to remedy this. As soon as the CIVs die they get deleted from the Array. Would love some ambient hostile camps, hideouts, MG/AA emplacements and roadblocks using this style of scripting and some compositions trowed into the mix! We are really lacking such scripts... -
Spawn units when player near markers
LSValmont replied to Robustcolor's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thank you, exactly what I needed!