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RCA3

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Everything posted by RCA3

  1. class DefaultEventhandlers; class CfgVehicles { class Man; class CAManBase: Man { class EventHandlers: DefaultEventhandlers { class zyl_setUnitTrait { init = "(_this select 0) setUnitTrait ['camouflageCoef', 0.5]"; }; }; }; }; If you put this into your config.cpp should be enough. Scratch CfgFunctions.hpp and MyScript.sqf.
  2. RCA3

    HighLightS

    v1.2 HDR UE5 V7 Tweaked: New HDR tone mapping based of UE5. Source: https://docs.unrealengine.com/4.27/en-US/RenderingAndGraphics/PostProcessEffects/ColorGrading/ Added: Config to increase AI night seeing capability Lighting 0.29.5 Tweaked: Diffuse colors redone with another Kelvin tool. Source: https://academo.org/demos/colour-temperature-relationship/ Tweaked: Whiter sky around sun at sunset/sunrise Tweaked: Longer blue skies at dusk/dawn Tweaked: Yellow clouds before going pink and darker clouds at overcast states Tweaked: Reviewed alphas (light intensity) and apertures all around Added: Reduced haze Very excited about the new HDR. Use that pbo only if you don't want my lighting tweaks 😛 Updated first post with the pictures comparison. Have a good summer, everyone! ☀️ 🏖️🌴 PS. A great paper on tone mapping if you're interested: http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/
  3. Try that, while {sleep 5; true} do{ { if ({alive _x} count crew _x < 1) then { deleteVehicleCrew _x; deleteVehicle _x; }; }forEach (nearestObjects [player,["Air"],14000]) };
  4. @redarmy, @Larrow, Using Larrow's structure I rebuilt it with cfgFunctions and description.ext as suggested. There's no loops anymore, but on the downside, groups detected while High Command bar is showing don't auto hide, otherwise it runs like a charm 😁 i.e no 3D (once you open/close HC bar or map) and only on 2D. Cheers, Larrow! (Redarmy, can you please unquote me from your posts above, it's extending the thread unnecessarily. Thank you). Demo mission: https://drive.google.com/file/d/1sqKJmFKQVl-7n7FM-K06-bkXXkNYUAPa/view?usp=share_link
  5. It appears that BIS_MARTA_mainscope getvariable "enemygroups"; resets itself often (see edit above), so we can't plainly setvariable "MARTA_hide" a copy of it. @redarmy, see if this suits you. Replace the previous script I gave you. This was the best result I could find:
  6. Hey, Larrow, thanks for the code! That was exactly the type of input I was expecting from you. I revised it and tested it, great idea, but MARTA takes over and redraws the 3D icons (and 2D probably). My version (for the no enemy icons at all) is also bugged because I'm hiding only one group, and I was rewriting with addMissionEventHandler ["CommandModeChanged", {}]; but I came across same major racing problem (I spent 2 hours on this and nothing 😑). I increased sleep, decreased BIS_marta_mainscope setVariable ["delay", 0.1], and many other things... I.e. some icons never disappear. Edit: when we set player setVariable ["MARTA_hide", _ourgroups], BIS_MARTA_mainscope getvariable "enemygroups" gets cleared temporarily. That was my racing situation.
  7. Spawn on initPlayerLocal.sqf would be useful e.g. to continue reading down the file if you had more code below that (I should've added it actually) but otherwise, if e.g that's at the end of your file, it wouldn't do any difference. Spawn is used on unscheduled environment to start scheduled code. initPlayerLocal.sqf is already scheduled. Event_Scripts
  8. As I understand, any while loop with a sleep shouldn't be a problem. It gets sent to the Scheduler.
  9. It's not yet, that's what I asked Larrow for, an alternative for a loop precisely to ease on performance. It shouldn't be bad at all though: private _hiddengroups = []; while {sleep 1; true} do{ { if !(_x in _hiddengroups) then{ player setVariable ["MARTA_hide", [_x]]; _hiddengroups pushBack _x; }; }forEach (bis_marta_mainscope getvariable "enemygroups"); }; On your initPlayerLocal.sqf.
  10. There's undocumented: bis_marta_mainscope getvariable "enemygroups"; Which you can then: { player setVariable ["MARTA_hide", [_x]]; }forEach (bis_marta_mainscope getvariable "enemygroups"); But it will hide on both map and 3D, but at least you keep friendlies. Any way to track that variable change without a loop, @Larrow?
  11. If you can live without the friendly 3D icons the scripting command is setGroupIconsVisible.
  12. Add one more }; to the end (below everything).
  13. RCA3

    HighLightS

    Thank you. I sure did! Up until 2019. I'm not sure how Arma 3 was released light wise, but I know they upgraded the light with Apex and with (at least) that the light configurations became different. I don't think Arma 2 light is possible in Arma 3 at all. Arma 2 had what appears to be a stronger HDR, giving those incandescent suns and maybe a more dynamic aperture in the dark that could bring up brightness. I tried to replicate that HDR for a while with no success. There was CH_Brightnights that was removed from public but that was a script and the transitions to day weren't perfect. You can use setAperture/setApertureNew. That seems some sort of twilight combined with a big moon. You can get that already at precise hours of the day (dusk/dawn). Even in vanilla AFAIK. I kinda like the light of Arma 3 at night to be honest, it was where I did the least changes for HighLightS. The sunset/rise was what annoyed me the most. The light in Arma 3 is still too stale for my taste but I'm not sure I can do any better with configs. I suggest you try ReShade (join their discord too) where you can somewhat replicate Arma 2 light/more modern post process light/effects/colors. The shader you could start with is called eyeAdaption 😉. PS. you can always try and edit HDRNewPars. Stratis (or CAworld if it works) >> HDRNewPars Cheer yo! Edit: CH Bright Nights is up after all (it came back?): https://steamcommunity.com/sharedfiles/filedetails/?id=853333870 https://forums.bohemia.net/forums/topic/180175-ch-bright-nights/ Edit2: Turns out it was CF_Bai which was gone.
  14. RCA3

    HighLightS

    v1.1.1 Tweaked: Night light. Increased apertureMin from 3.2 to 4 as in vanilla (darker). Increased diffuse from 1 to 3 (more direct light), vanilla is 4.
  15. RCA3

    HighLightS

    v1.1.0 Added: Kelvin temperatures to all diffuse lights, sun and moon, according to this table and this RGB conversion table. Thanks to Shores Canada Ltd and Andreas Siess. Tweaked: Complete review of apertures to get more in sync with vanilla day/night cycle. Tweaked: Overhaul of night light. Added: Global Ops Terrains and Fox Vanam. Added: BI server key. Thanks @dystopian1 - - Thanks for the deep thought @redarmy! I took some liberties and: - switched the below horizon sunlight from yellow to violet - charged some yellow to skyAroundSun above horizon - violet sky was delayed to later night and passed that violet to skyAroundSun at that time (replacing yellow and returning vanilla blue sky). If you prefer like on the previous video let me know. I hope you enjoy, guys and gals. Any objections or advice let me know. Thanks!
  16. RCA3

    Advanced Unit Positioning

    Wonderful!
  17. RCA3

    HighLightS

    Thanks for the reply and stamp of approval EO! 🤤 Thanks also for the likes, fellas! About it working on other maps, I have noticed it also working on e.g. Mountain Wilderness which inherits from Stratis. If they inherit from CAWorld they need their own version because I had problems applying this to CAWorld. Thanks for the note. I'm very excited about the night light so I want to showcase that tonight. I'll probably upload tomorrow, just want to add another map and fine tune the stars brightness. Cheers, mates! Gallery: https://imgur.com/a/F8ihFfJ
  18. RCA3

    HighLightS

    Almost full moon, setting and sunrise. Soon... (encode looks like sh*t, just noticed :P).
  19. Sweet! I'm glad you got it working 😎
  20. @pierremgi explains initialization order from Init fields on this topic. I put some examples below his reply that expand a little bit. I think that's what is going on in your case. FYI I would skip on onPreloadstarted unless you really need it. Cheers.
  21. Oh, dang. I was hoping that was it. Let me ping @Tom_48_97 from Tools Development Branch Changelog and cross your fingers 🤞
  22. Hey EO, You might be running the dev branch of A3 tools. My publisher version is 1.5.148.892 from 08/03/2002 which is accurate according to https://dev.arma3.com/techrep. You are running: Hope this helps 😉 Cheers.
  23. I truly was convinced it was the other way around! I went and took a look on my old scripts, I use functions. Disregard, functions are better! Sorry, guys! Thanks for pointing it out, @_foley.
  24. Just my 2 cents here: use the task commands instead of the functions. https://community.bistudio.com/wiki/setTaskState
  25. I see. It doesn't belong there indeed. Fixed above.
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