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LSValmont

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Everything posted by LSValmont

  1. Last update is awesome! Perhaps a last contribution from the amazing lelop for CUP buildings and then the mod/script is complete. Also, thank you for releasing both the script and the mod version, I use the script version and it suits my needs greatly!
  2. LSValmont

    Simple Crew Info

    This is very useful! Do you think we can have a script version of this mod?
  3. I reported the issue to the devs, offered repro procedures to KK on the Arma 3 Discord but I haven't seen anything else about it on the dev branch changelog. Perhaps you could ask about it on the feedback tracker discord channel.
  4. Or add 3 meters Engineers to your aliens pack! 😉
  5. LSValmont

    LAMBS Improved Danger.fsm

    Try removing the Radios from the Ai... Still it would be reasonable that the Ai does not communicate to friendly groups over a distance of more than perhaps 1000, because those friendly groups are so far away that they couldn't help anyway.
  6. Slender Tree? 🤣😱
  7. These giants are scary! I could see those on a horror mission knocking on player's buildings and such! An idea is to have a Leaper Giant Variant, that is able to jump high in the air and fall on unsuspecting players. In order to balance this so that players have a chance to dodge this "leap attack" the jumper must play a particular noise/sound both when starting the jump, mid air and then on the fall. Anyways, these are the sort of scripts that keep our imaginations and motivations going!
  8. LSValmont

    Ravage

    Your problem is that you are thinking like a player (and a rich player at that). But when you make missions for the public you should think like a Dev, and widen your potential audience as much as possible. Sometimes the assets that so greatly reduce your player base are not worth it (don't add much to the overall experience). That is an evaluation that any game/mission maker should ask themselves. I have been working on a mission for a year now, completely vanilla. Why? Because I want any and ALL Arma 3 current players to be able to experience that for which I worked so hard. Up to 10 GB worth of extra mods is ok for a mission, much more than that it is not. (Extrictly on a market penetration evaluation that is). EO is a seasoned mod and mission maker, he will surely understand. On the other hand there are the missions you make just for yourself and your close friends. (Those sort of missions you can add 1 TB worth of requirements if you ask me).
  9. LSValmont

    Ravage

    You mean spend 100 $ (The cost of two AAA 8+ hours games) for a single mission? Yeah... that sounds about right. (If you a are the king of England)
  10. LSValmont

    Ravage

    No mission is worth 20+ GB of downloaded content just because it uses a few uniforms and weapons just from it. I suggested the GM team to divide the DLC into separate "Weapons", "Units/Uniforms", "Items", "Map/Map Assets" and "Vehicles". If you get all the parts then you also get the missions. All parts combined are the full price but you can just buy/download a particular part of the CDLC. That way players would be able to download just the part of the CDLC that the Mission requires and not all 20GB of it but the devs would not listen and so you have a situation where even owners of the CLDC have it unistalled after having played it once. I have Arma 3 (30+ GB) + Mods (80+ GB) and I don't even get the big mods such as RHS. With GM a Total of 140+ GB of SSD space for a mission is just... unthinkable.
  11. LSValmont

    Ravage

    Cannot enjoy it due to Creator DLC requirement. Make it optional, otherwise you are really hurting your playerbase. Cheers
  12. Big foot has just lost his tittle! Out of the box thinking as always my creative @johnnyboy!
  13. I was made aware recently of an Orange from the Laws of War DLC that is pickable (you can put it in your inventory). I was wandering, are there any other unique food pickable items and how do we find them. Those don't seem to be accessible via the EDEN Editor.
  14. LSValmont

    Zone 51

    This fog is amazing!
  15. Thank you for your feedback, very useful, working on a fix with the devs.
  16. Can you confirm that this happens on dedicated servers only?
  17. LSValmont

    [RELEASE] Active Lockpicking

    Amazing amazing script! Very immersive! May I ask, can we use this on regular doors or was it just designed for vehicles?
  18. LSValmont

    Severe FPS DROP after art of war update

    I can confirm that after this update, with the same settings as before, nothing touched/changed and by using the "Yet Another Arma Benchmark" my fps went from 40 to 35. (Vanilla, no mods!) It doesn't seem like a mayor hit but believe me, in Arma 3 any 2 FPS greatly changes the experience from good, to fine and then to unplayable. It is too bad that even a minor DLC that brings very few assets but causes this sort performance deterioration. Truly Arma 3 is in its last legs regarding the additional content it can support.
  19. LSValmont

    LAMBS Improved Danger.fsm

    Diwako, Jokoho, and nkenny, our saviours, Gods among men! Thank you for hours of premium entertainment (It was not premium until Lambs was installed!)
  20. LSValmont

    Drawing on GPS panel

    This no longer works for me.... anyone can confirm?
  21. I was wondering two things regarding this script/fnc I made: Question 1: any way to open the mini map display via script commands? Question 1: The minimap radius is based on the speed of the player, any way to manually control that?... since I check a range of 50 I would like the mini GPS to reflect that regarding of the player speed. Also, Any suggestions? The script in fnc form, spawned by a custom UI: (Special thanks to @Leopard20 who's insights made this posible) vMotionScanner = { params [ ["_unit", objNull, [objNull]], ["_motionScannerDistance", 60, [60]], ["_detectAllEnemies", false, [false]], ["_detectEnemyUnits", false, [false]], ["_detectEnemyVehicles", false, [false]], ["_detectEnemyAgents", true, [true]] ]; if (isDedicated OR !hasInterface) exitWith {}; if ( !("ItemGPS" in (assignedItems player)) || !(alive player) || (vehicle player isNotEqualTo player) ) exitWith {vMotionScannerRunning = false; systemChat "MOTION SCANNER not available";}; vMotionScannerRunning = true; systemChat format ["MOTION SCANNER enabled by: %1, use the keys Control + M to toggle the screen.", name player]; showGPS true; private _nearObjects = []; private _motionMarkersArray = []; private _maxMotionMarkers = 10; while { vMotionScannerRunning } do { if (visibleGPS) then { switch (true) do { case (_detectAllEnemies) : { _nearObjects = (player nearEntities [["Man", "Air", "LandVehicle", "Ship"], _motionScannerDistance]) select {side group _x isNotEqualTo side group player && abs speed _x >= 3}; }; case (_detectEnemyUnits) : { _nearObjects = (player nearEntities [["Man"], _motionScannerDistance]) select {side group _x isNotEqualTo side group player && abs speed _x >= 3}; }; case (_detectEnemyVehicles) : { _nearObjects = (player nearEntities [["Air", "LandVehicle", "Ship"], _motionScannerDistance]) select {side group _x isNotEqualTo side group player && abs speed _x >= 3}; }; case (_detectEnemyAgents) : { _nearObjects = agents select {agent _x distance player < _motionScannerDistance}; }; }; if (_nearObjects isNotEqualTo []) then { private _sortedContacts = []; if (_detectEnemyAgents) then { _sortedContacts = [_nearObjects, [], {(player distance2d agent _x)}, "ASCEND"] call BIS_fnc_sortBy; } else { _sortedContacts = [_nearObjects, [], {(player distance2d _x)}, "ASCEND"] call BIS_fnc_sortBy; }; private _closestContact = objNull; _closestContact = _sortedContacts select 0; private _closestContactDis = 999; if (_detectEnemyAgents) then {_closestContactDis = agent _closestContact distance2d player;} else {_closestContactDis = _closestContact distance2d player;}; systemChat format ["MOTION SCANNER contact: %1 meters", _closestContactDis]; // call { // if (_closestContactDis < 10) exitWith { playSound3D [getMissionPath "vScripts\vSounds\motion10b.ogg", player] }; // if (_closestContactDis < 20) exitWith { playSound3D [getMissionPath "vScripts\vSounds\motion10.ogg", player] }; // if (_closestContactDis < 30) exitWith { playSound3D [getMissionPath "vScripts\vSounds\motion10.ogg", player] }; // if (_closestContactDis < 40) exitWith { playSound3D [getMissionPath "vScripts\vSounds\motion20.ogg", player] }; // if (_closestContactDis < 50) exitWith { playSound3D [getMissionPath "vScripts\vSounds\motion20.ogg", player] }; // if (_closestContactDis < 60) exitWith { playSound3D [getMissionPath "vScripts\vSounds\motion30.ogg", player] }; // }; call { if (_closestContactDis < 10) exitWith { playSound "motion10b" }; if (_closestContactDis < 20) exitWith { playSound "motion10" }; if (_closestContactDis < 30) exitWith { playSound "motion10" }; if (_closestContactDis < 40) exitWith { playSound "motion20" }; if (_closestContactDis < 50) exitWith { playSound "motion20" }; if (_closestContactDis < 60) exitWith { playSound "motion30" }; }; private _displayedMotionMarkers = 0; { if (_displayedMotionMarkers < _maxMotionMarkers) then { private _contactName = random 9999; private _marker = ""; if (_detectEnemyAgents) then { _contactName = str agent _x; _marker = createMarkerLocal [_contactName, getPosWorld agent _x]; } else { playerSide reveal _x; _contactName = str _x; _marker = createMarkerLocal [_contactName, getPosWorld _x]; }; _marker setMarkerShapeLocal "ICON"; _marker setMarkerTypeLocal "hd_dot"; _marker setMarkerColorLocal "ColorGrey"; _marker setMarkerAlphaLocal 0.85; _marker setMarkerSizeLocal [0.5, 0.5]; [vAnimatedMarker_1_Fnc, _marker, 0.3] call CBA_fnc_waitAndExecute; [vAnimatedMarker_2_Fnc, _marker, 0.6] call CBA_fnc_waitAndExecute; [vdeleteMarkerLocalFnc, _marker, 0.9] call CBA_fnc_waitAndExecute; _displayedMotionMarkers = _displayedMotionMarkers + 1; }; } forEach _sortedContacts; }; }; sleep 1; if ( !("ItemGPS" in (assignedItems player)) || !(alive player) || (vehicle player isNotEqualTo player) ) exitWith { vMotionScannerRunning = false; systemChat "MOTION SCANNER disabled"; }; }; };
  22. Final iteration of the script on the first post. Thank you!
  23. Got it!: Optimized position with getPosWorld. About the switch, your are referring to the first one or the second one or both?
  24. Good point, I will be tweaking those seconds of the CBA_fnc_waitAndExecute to never last longer than the while sleep. It was just a template I haven't been able to properly test the script until I am on my home PC. Your imput has been invaluable! Thank you! Also, besides those overlaps, are you more or less content with the script or you would do something/everything differently? I am still looking for ways to: 1) Force the GPS mini map open with script commands. 2) Handle the area that the miniGPS displays. Currently based on speed, perhaps one of the devs will know this one...
  25. What I don't know if that latest iteration will draw the 10 markers closer to the player (due to using the sortedContacts in the forEach)? I assume so...
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