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Everything posted by Melody_Mike

  1. Yes, that was the line. The function did a pretty spectacular job of burning down my camp =]! And yes, as warned, it also put the metal fences and concrete barriers on fire. If only there was another way to filter those out, or predefine a burn area. You've helped enough. I will try to figure this out on my own. Thanks!
  2. Thank you for the reply. Were you referring to this line: _pos = _pos call BIS_fnc_arrayShuffle; ? I commented that out, but did not really change the behavior of the function. Just thinking out loud: could I just call another instance of you_fnc_houseFire after some time, in order to get multiple tents to burn simultaneously (from a single source)?
  3. @mattis Although the "garbage collector" removes dead AI and vehicles outside of player range, as long as the mission runs, damage to vegetation and terrain objects remain. You can do tasks, without this kind of damage re-setting. Or did you mean something else?
  4. Great script! Have a question, however. I am attempting to burn down a series of tents. The fire starts, damages, and spreads fine between buildings and regular tents (Land_MedicalTent_01_white_generic_inner_F and related). But not for Connector Tent objects (Land_ConnectorTent_01_white_open_F and Land_ConnectorTent_01_white_cross_F). My first guess was that the two family of classnames used in _buildingARR ( ["House", "Building"] ) didn't include those. However isKindOf "Building" returns true for the connector tents. Anyone got any ideas? Thanks! PS And is there any way of getting the fire to branch out and burn multiple buildings?
  5. Oh my goodness. I had even *liked* your post when it came out. I should really bookmark things here....
  6. Hi @WWThomahawkWW, I'm actually also curious how to delete particle effects. I tried deleteVehicle as suggested in the BIKI article on particles (executed globally). I've also regressed and placed an Eden fire module (I think this one) , then deleteVehicle-ing that. Both keep burning. Looks like we are missing some basics on working with particle (emitters). Anyone have an idea?
  7. Melody_Mike

    create an intro and end video in arma 3

    Hiya @SGT Major Ray Jefferson, welcome to the forums! You probably want to experiment a bit with the blackOut and dynamic text functions. I don't know your scripting experience, but a safe bet would be to put them in a trigger for mission start and end. Happy hunting.
  8. @Rhaonoa In case you haven't solved the problem already, the answer to your question is in the BI wiki link PierreMGI posted. You could simply create a new Event Handler for every unit that enters your trigger. Set trigger to "repeatable" and set up a forEach loop that creates a separate EventHandler for every "Man" type unit. You could also consider using two triggers (one in the air, and one on the ground with a 5 second timer) setting allowDamage off and on forEach player. Hope that helps..
  9. Allo allo @mcnools, You can change each post process effect, or a batch of them, in sequence, using ppEffectCommit. You can place these commands either in init.sqf or initPlayerLocal.sqf, or execute them in an external script file from there. My mission ran fine on a dedicated (cloud based) server. Here's an example batch I made using GreenFist's ReColor mod to both design the effect and export it as a script. There are other Post Process mods that help design effects as well. // init.sqf PPeffect_colorC = ppEffectCreate ["ColorCorrections",1500]; PPeffect_colorC ppEffectAdjust [1,1.71479,0,[0,0,0,0],[1,1,1,1],[0.5,0.25,0.25,0]]; PPeffect_colorC ppEffectEnable true; PPeffect_colorC ppEffectCommit 0; // set "fade in" time here in seconds Good luck!
  10. Melody_Mike

    [SP/CO] Force Through Game Mode

    Heya! The link to the Steam workshop page seems dead .
  11. Melody_Mike

    [MP] co40 Domination!

    Cool! Reading the GitHub, I had a question on one of the updates: How did you manage this with mission scripting? Because it would fix the need for loading one of the many (outdated and illegal) ACE without medical mods from the workshop....!
  12. Yes, thank you. The last part especially is what I was looking for. I am aiming to "guide" the players towards the objective (a battlefield) with burning wreckages in the distance. But I don't know what values to put in the smoke effect modules. So my smoke plumes look more like someone drew graffiti in the sky with a fat marker. This should improve immersion.
  13. Bit late of a reply from me. What I meant with the word empathize was "I understand how you feel", not, "I agree, it is our right to ask more content from this hobbyist!". I don't want to condone complaining. Sorry for not wording it clear. Thanks for the suggestion! Is there a large flat object in Eden Editor with hiddenselections (besides 4000 invisible walls), or is making a geometry LOD along with the config mod the only playable way?
  14. This looks great for a large scale background battle. But to make it seem less artificial I was wondering- Where can I find the standard fire and smoke particle settings for an exploded vehicle?
  15. Okey :) To create ticket, you can use this: https://feedback.bistudio.com/w/ft_a3_howto/general/ Login is same as with forums here. I used this system and they did include my suggestion in a patch. I think it would help if you gave context on what you were trying to do. Like literally, what is the hidden vehicle, why is it hidden, and what is the in-game reason why it should get visible? Because yes, hideObject is strange for vehicles (no collisions, but still shooting, particles, and sounds). What happens if you setObjectTextureGlobal an invisible (alpha channel only) texture on the vehicle?
  16. Wow, ok. Can you teleport the vehicle (or just createVehicle) to a moving marker/game logic when the AI is triggered?
  17. Heya, Late reply. Sorry I am confused. When you say "make vehicle hidden" I think of hideObjectGlobal. But how does the AI detect the vehicle then? Or do you mean partially invisible?
  18. I've had buggy physics with hidden objects as well. Does it have to be 100% invisible? Someone scripted a "predator movie" type invisibility as a composition. But I don't know if that's what you were looking for: https://steamcommunity.com/sharedfiles/filedetails/?id=2388444766
  19. Melody_Mike

    Intro After RespawnOnStart

    Heya! It's unclear to me what your intro "cutscene" is (text, in-game animations, video). If it's scripted, then you could probably just play your intro when the player is starting in-mission. For that, just make an initplayerlocal.sqf and paste the script (call/execVM) in there. You can specify whether the intro should execute for players that JIP with parameters. See Event Scripts - initPlayerLocal.sqf. Good luck!
  20. Melody_Mike

    [SP/CO - 4] "SILVER WIND"

    Hurrah! A mission that doesn't ask the complexity of ACE and doesn't need many gigabytes of mod downloads! (I say this as someone who loves playing with ACE, but has a hard time getting new players to join him!) Looks pretty polished. Will try it this weekend.
  21. @AirwolfI empathize with your request for a landable carrier. Experimented a bit with createSimpleObject and BIS_fnc_replaceWithSimpleObject. The models simply don't have collision on their top decks. I sortof kindof improvised collision with a LOT of invisible walls. But at a ridiculous performance cost. And you'd still have the static airplane objects blocking you. Just a theoretical question: is the fact that the model is a single p3d (as opposed to several for the vanilla static ships) related to the PhysX simulation?
  22. Oh and @Walt73 , welcome to the forums, by the way! Are you this chap, or is that simply a coincidence?
  23. Yeah, I read the BIKI. But wasn't sure if this example applied when run in your "for" loop: // first iteration, i=1 _arr = [1,2,3]; _rem = _arr deleteAt 1; hint str [_rem, _arr]; //[2,[1,3]] // second iteration, i=2 _arr = [1,3]; _rem = _arr deleteAt 1; hint str [_rem, _arr]; //[3,[1]] Or whether it would keep the original _arr for both iterations. But I understand it's the above. Thanks!
  24. Melody_Mike

    Positioning Roadside Elements

    Wow! Randomly spawned traders. This would fit very well in a scenario such as Antistasi. Would encourage players to explore more instead of directly commuting back and forth to base, which takes a lot of time and gets pretty repetitive.
  25. Sorry to hijack this thread. But I am wondering about another use case for that random player selection. In my particular problem, I want to randomly select two players as hostages in a mission. The hostages have a different starting location and equipment (eg no map). They should get a different briefing, which means that the function should execute before mission start. Server is dedicated. I guess my question is two parted- A) Would the function/script fire at the right moment if set up like this in description.ext: class CfgFunctions { class MeM { class MyCategory { file = "functions"; class randomhostage {}; preInit = 1; // or postInit ? }; }; }; And run in the initserver.sqf? B) Does the- Line always select 2 unique players (does _players array update between loops)?