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chrisbaker1981

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Everything posted by chrisbaker1981

  1. chrisbaker1981

    Delayed Trigger Response

    Great thanks I'll try this
  2. chrisbaker1981

    Delayed Trigger Response

    Ok thanks, how do you check if you have a script running? I havent intentionally put a script in but you never know with using mods..
  3. The title says it all I want a trigger to activate when an AI units behavior changes. In my case it will be COMBAT. I have messed around with various things but cant get the syntax correct. Im sure its a simple solution in the condition of the trigger.. Any ideas?
  4. chrisbaker1981

    Trigger Condition = Behaviour Change

    OK got it working AI unit named man1 Condition of trigger: behaviour man1 == "COMBAT"
  5. chrisbaker1981

    Triggers

    Has anyone noticed since the update all the triggers have the word call{ and your command } and in the condition instead of simply this its now call{this} Whats up with that? Does it affect the triggers? why have they added call { to the line? I dont understand what its for.. ๐Ÿ™‚
  6. chrisbaker1981

    Triggers

    You could be right, i copy and paste code all the time, but it was something to do with CBA, after loading up CBA and re loading the mission in eden call{this} isnt there in any of the triggers, without me doing anything else.. Weird.. Anyhow, they all seem to be working thats the main thing.. Biggest thing ive learnt is to not start making a mission with mods loaded that i dont intend on utilizing..
  7. chrisbaker1981

    Triggers

    Ah ok thanks pierremgi. That makes sense actually. I switched off CBA half way through making a mission and manually removed the dependency in the mission file, i think it was after this that it appeared in the triggers..
  8. HI there, how you doing? So im using the dynamic simulation option in the performance section under attributes in Eden. I set the distance to what i want, in this case 1500m from the player.. then enable dynamic simulation on the groups i want. Then when i test the mission by spectating with a camera, all the AI units are simulated even though the player is about 10km away. This wastn happening the other night, only since the latest update yesterday is this happening.. Anyone else have any experience with it? Bottom line is i want to know if my dynamic simulation is working or not, The other day before the update the way i would test it is by placing a player unit within the specified radius to activate animation. And if the player is outside the radius the AI would stop animating. Now it seems to be broken.. And im really cross about this, well not really, but it is frustrating when something suddenly stops working and i dont know why..
  9. chrisbaker1981

    Dynamic Simulation

    Thanks Zaellix Yea ill stick with the dynamic simulation, I just got it right now.. Thing is i also have some units with simulation disabled until i enable withi a trigger but thats for a specific purpose.. ANd also to disable their simualtion with another trigger again for a special purpose. So a blanket script like this might mess that up.. not sure. ANyways thanks for the suggestion..
  10. chrisbaker1981

    Dynamic Simulation

    Ok figured it out So its because all the units are defaulted to wake-up dynamically simulated units, so they are waking each other up! So i just need to uncheck every groups wake up dynamically simulated check box and that solves it. There are a lot of groups to uncheck this setting.. Oh well..
  11. chrisbaker1981

    Custom Textures

    Ook so my theory is correct, this is the problem, and explains a lot with my past problems with 3d sounds playing softly. My 3d sounds have to be 3d whether you are in 1st or 3rd though so not sure, without using script i can just change the vehicle so you forced to sit in the back as a passenger, like a truck or something outside whether in 1st or 3rd you wil be classed as outside a building so should play full volume regardless... Or i will make the sound only start when player leaves the car.. The scenario is you arriving at an outdoor party with music playing from alittle way off when you arrive. WHen you get out the idea was the music is meant to already be playing a little way away, I will try sort something out. At least i now know what is causing the issue thats allways a good start!! ๐Ÿ™‚
  12. chrisbaker1981

    Custom Textures

    Im using my own custom jpegs on billboards and other objects, They all seem to have the same sort of problem, which is they dont all load until you get within about 2 metres of the object, once they have loaded then its fine they stay loaded. Its just a bit weird that they dont all load up at mission start. Its a bit of a nuisance my mission requires some of the textures to be visible without having to get so close to them, ie custom uniforms on an enemy far away. or billboards a block away, you first have to walk right up to them to have them load.. you can imagine this is kind of useless... Im currently using this in the init field of the object, which are banners, billboards, and customizing uniforms.. this setObjectTextureGlobal [0,"name.jpg"]; I dont think its the format ie paa or jpeg thats the problem as ive tried with paa and still same issue. Ive tried lowering the resolution same issue. Thanks ๐Ÿ™‚
  13. chrisbaker1981

    Custom Textures

    So ive replaced the pencils with helipads, well i guess a pencil is an inanimate object anyway. And i still get the problem every now and then. Its too late in the evening for me to test this theory and im not too convinced it will be the problem, but wondering if the sound sometimes struggles if you activate the trigger whilst in 1st person in a vehicle. I know 3d sounds play softer when you inside a building or even softer when you inside a vehicle in 1st person. Ive had it that some sounds dont play at all when you are in 1st person inside a vehicle. Perhaps it gets stuck sometimes and cant switch to its normal volume when you get out the vehicle. Im gonna test it properly when i have time and see. Will let you know ๐Ÿ™‚ If it is the problem i can make the trigger a little away so you forced to get out the vehicle before you hear the sound, not ideal. Maybe there is a way to force the engine to just play your sounds at the specified volume no matter if you inside or outside a vehicle.
  14. So ive got some AI dudes set to climb up some stairs and walk around the high walkways inside a shed, works totally fine when i spectate. When i play in singleplayer mode to test they just fall through the floor as soon as they get to the top of the stairs, then they come round limping like morons and try again. Weird that when i spectate it works but when i play it doesnt... Anyone know of a good way of fixing this? Ive tried adding in more features like planks to try block up any tiny holes they may try and fall through. Almost need some script that forces the AI to stay on track no matter what, so even if they feel like falling through the floor they wont..
  15. chrisbaker1981

    AI fall through floor

    Mmmm sounds like a good idea, i got so fed up with it I've done something else ๐Ÿ˜ ill give that a go though to see what happens..
  16. chrisbaker1981

    AI fall through floor

    This is the most annoying thing ive found so far for sure!!!! So if i play as a civilian and place myself right next to the action, the AI dudes walk fine up the stairs and to their destination on the high walk ways. If i play as my normal self and stand far away watching with binos, then they fall through the floor as soon as they get to the top of the stairs. Heaven help me! Im gonna loose the plot soon.
  17. chrisbaker1981

    Custom Textures

    OK so the dimensions is the issue ๐Ÿ™‚ and no they dont have to be square as long as they are one of those dimensions as Jackal said. JPGS seem to be working fine but ill convert them when i have time just in case someone who plays the missions has issues... Thanks A lot for the help eveyone!!! ๐Ÿ™‚
  18. chrisbaker1981

    Custom Textures

    Thanks yea im in the process of doing this, so the dimensions, do they have to be square? or can they be 512x1024 or 1024x2048 etc? as long as they are 512, 1024, 2048 etc? Im using 3d sounds, ok i never thought of that, i usually use a pencil and just turn siimulation off and hide the object, but ill try using the invisible helipad for sure! thanks for that...
  19. chrisbaker1981

    Custom Textures

    Thanks for the replies @Jackal326 do you mean width double the height? Ive tried that and doesnt solve it so just leaving them as is... @phronk I did use arma tools to convert to paa and it doesnt solve it.. @beno_83au I find zooming in sometimes helps but most of the time it doesnt, i guess its just the engine and no way round it ๐Ÿ˜ž Perhaps i should change the proportions and set to paa and see if that helps.. Gonna do that now. Its not consistent either, sometimes some of the images load, sometimes none, sometimes different ones load... so i cant even see whats making some load immediately and others not as nothing consistent there.. I must admit though as soon as i start playing around with customization thats when things get frustrating, the same thing with custom sounds, they work fine then suddenly play at a fraction of the intended volume almost inaudible, then next time i load the editor they play fine again.. Its a pity some of these features are not standard options in EDEN...
  20. Thanks John yes solved this one.. Every time i make a mission it ends up being more about an obsession with one or two particular issues that i can't solve... Rather than the actual mission itself.. Quite satisfying when it works. I've never done any scripting before so learning a lot here!
  21. i was looking at this the other day to help me with some of my sound issues.. I havent tried it yet but looks fairly straight foward.
  22. chrisbaker1981

    Ambient Light Source

    Also found Archilles light source works quite well. Still have some issues with it but its better thank the vanilla light cones. Only problem is it creates a dependency. That other mod i sent a link to doesnt create any dependencies.. The author knows about the bugs ive reported and is going to try fix them, so should be better than Archilles soon... ๐Ÿ™‚ https://steamcommunity.com/workshop/filedetails/?id=723217262
  23. Ive used light cones that come with Eden, ive used scripts, they all do the same thing. The light only comes on when player is within about 10 meters of the light. Any ideas why this happens? Im trying to set up light cones illuminating strategic items in the dark forrest and they only switch on when you are very close to the light. I want to be able to see the light at least 100 meters away or more. Like the street lights, they are visible from kms away.. whats the difference with light cones?
  24. chrisbaker1981

    Ambient Light Source

    Ive played around with graphics settings with no results.. Have a look at this though.. https://steamcommunity.com/sharedfiles/filedetails/?id=1613905318 Its simple to use and you can create some good effects, im struggling with errors but that could just be something unique to my set up. If this works fine on your system you might enjoy it...
  25. chrisbaker1981

    Emitter 3Ditor

    Thank you so much! After first quick fiddle with a brief tutorial i think this may have solved my lighting issues.... The vanilla Eden light cones just dont behave properly. Gonna try this properly after work, cant wait!!
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