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donpachiyarou

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About donpachiyarou

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  1. donpachiyarou

    How to make a "Automatic Shield"?

    That is what I want so much,Thanks! Now it's woking in my Server (I think) onplayerrespawn.sqf [player,"Auto Deploy Shield Standby","", "","( (currentweapon _this=="""")&&([_target, ""FirstAidKit"", true] call BIS_fnc_hasItem)&&(vehicle _this==_this) )","( (currentweapon _this=="""")&&([_target, ""FirstAidKit"", true] call BIS_fnc_hasItem)&&(vehicle _this==_this) )", {_a0="Sign_Sphere200cm_F" createVehicle [0,0,0];_a0 attachto[_caller,[0,0,0.9]];_a0 setObjectTexture [0,"#(rgb,8,8,3)color(0.2,0.6,0.8,0.3)"];_a0 setObjectScale 2.3;} ,{private _a1=getobjectscale _a0;if (_a1<1) then{deletevehicle _a0;};},{deletevehicle _a0;_caller removeitem "FirstAidkit";},{deletevehicle _a0;_caller removeitem "FirstAidkit";},["_a0","_a1"],8,1000,false]call BIS_fnc_holdActionAdd; Enemy's init (In domination 4.65,spawnvehicle.sqf/makemgroup.sqf) _one_unit addEventHandler ["FiredMan", { //https://forums.bohemia.net/forums/topic/230250-changing-bullet-velocity-without-a-mod/ 2023.1.1 params ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_gunner"]; private _teki=(getAttackTarget _unit); private _atc=attachedobjects _teki; private _size=getobjectscale (_atc select 0); if ( (_teki iskindof "SoldierWB")&&(_atc select 0 !=objnull) )then { private _tate="ProtectionZone_F" createvehicle[0,0,0];_tate attachto[(getAttackTarget _unit),[0,0,1]];_tate setObjectTexture [0,"#(rgb,8,8,3)color(0.2,0.6,0.8,0.3)"];_tate setObjectScale 0.03; [_projectile,_teki,_tate,_atc,_size] spawn{params["_projectile","_teki","_tate","_atc","_size"];while{alive _projectile && (_projectile getreldir _teki<10)}do {sleep 0.3;};sleep 0.1;deletevehicle _tate;(_atc select 0) setobjectscale (_size-0.15);}; }; }]; https://www.youtube.com/watch?v=O3EUSfOZCYA
  2. donpachiyarou

    How to make a "Automatic Shield"?

    this addEventHandler ["FiredMan", { params ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_vehicle"]; private _ang=_projectile getreldir (getAttackTarget _unit); private _L=_projectile distance (getAttackTarget _unit); private _dst=_L*tan(_ang); private _teki=(getAttackTarget _unit); systemchat format["%1",_dst]; if (_dst<10) then {private _sld="Sign_Sphere200cm_F" createvehicle [0,0,0];_sld attachto[(getAttackTarget _unit),[0,0,1]];_sld setObjectScale 1.7;_sld setObjectTextureGlobal [0, "#(rgb,8,8,3)color(0,0,1,1)"]; private _mkr="B_30mm_HE_Tracer_Red" createvehicle[0,0,0];_mkr attachto[_projectile,[0,0,0]];private _tate="ProtectionZone_F" createvehicle[0,0,0];_tate attachto[(getAttackTarget _unit),[0,0,0]];_tate setObjectScale 0.2; [_projectile,_sld,_teki,_tate] spawn{params["_projectile","_sld","_teki","_tate"];while{alive _projectile && (_projectile getreldir _teki<10)}do {sleep 0.3;};sleep 0.5;deletevehicle _sld;deletevehicle _tate;}; }; }]; I think this working.But I want to limit the use of this Auto Deploy Shield by Consuming specific item which soldier have in their backpack(this shouldnt work without specific item ) how can I check if (aimed soldier has specific item in their backpack)? and,does this script eat server's resource?(2500K/DDR3 16GB/SSD128GB/FTTH1Gbps)
  3. Hi I want to make a "Automatic shield" against the bullet which will hit the player(bullet which will not hit player shuld be ignored) I tried EH"Suppressed" and found that this EH wont run when the bullet hit the player,it runs only when the bullet "miss" the player.I want the "Suppressed" which have opposite role(=runs when the bullet will hit the unit) and it always runs too late,it runs when the bullet come very very close to the player(smaller than 5m maybe?) I want to make "Automatic shield" by 1.detect bullet which may hit the player when distance between bullet&player<5~10m 2.when incoming bullet is detected,create VR object like Sphere(20cm)or ProtectionZone or Helipad or something which have "Shiled looking"and put it near the player( I want this looks like Defense Spell found in "Frieren: Beyond Journey's End") and create explosive(grenade or 40mm HE?) and attach it to the incoming bullet. 3.make the attached explosive explode by using "trriggerammo" or setdamage 1;and delete the incoming bullet&Shield Is there any good idea to do this idea? thanks!
  4. donpachiyarou

    How to make SetMaxload work correctly?

    Hi Thanks for great idea I tryed your method,and found that 1.backpack's capacity is correctly increased after initial spawn 2.backpack's capacity is restored after respawn 3.if I open the arsenal,capaciti is restored(so I cant add item to unlimited backpack via arsenal) 4.if I close the arsenal,capacity is increased(so I Can put items from ground into the unlimited backpack) so,adding item to unlimited backpack is only possible from picking up from ground/increase item via addaction or some kinds of Eventhandler or holdaction.I'm thinking of adding current magazines to unlimited backpack via addaction anyway,it good to know that theare are way to have unlimited backpack without MOD thanks!!!!
  5. hi i want to make connected player's backpack unlimited because Infinitie backpack mod removed recently but setMaxLoad doesnt work by adding addaction like this in some kinds of object. this addaction["Unlimited Backpack",{private _bcpk=unitBackpack (_this select 1);_bcpk setmaxload 10000;}]; this works after addaction executed,but if player open the arsenal,backpack's capacity is set to default. how can i make the capacity keep unlimited?(mission is running on dedicated server,but even in editor,this doesnt work) thanks
  6. Hi i think the easiest way to restrict AT Missile=delete missile from EventHandler "Firedman" by running loop which will try to detect distance between boat&AT missile and if the distance become smal enough to looks like the missile has been "Intercepeted", create a explosion effect&delete the missile. below is written in the OnPlayerRespawn.sqf . this runs for Mortor or Hozwitter with possibility of 60%,change the "(getmarkerpos "RT")" with your boat's name and ammo's classname and specific distance (this case,800m)and loop interval and the possibility.you sholud may delete the possibility (random 100<60) to completely restrict the AT Missile(I think Arma's Anti-Tank/Arty is too much over powered,it just ruins the game balance) player addEventHandler ["FiredMan", { params ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_vehicle"]; if ( (("Sh_82mm_AMOS"==_this select 4)or("Sh_155mm_AMOS"==_this select 4))&&(random 100 < 60) )then { [_projectile]spawn{params["_projectile"];while{( (getmarkerpos "RT") distance _projectile)>800 }do {sleep 0.5;}; "helicopterexplobig" createvehicle (getpos _Projectile);private _bm="IEDUrbanBig_Remote_Ammo" createvehicle[0,0,0];_bm setpos(getpos _Projectile);_bm setdamage 1;deletevehicle _Projectile;}; }; }]; Second way is actually intercept the missile.write this in the OnPlayerRespawn.sqf change the classname of ammo'sname/possibility. remove "(random 100 < 50)" to make the fired missile intercepted certainly. Changing Intercepting missile(Scalpel) or dummy vehicle(Boat_transport) or ProtectionZone will make this wont work correctly. Changing Scalpel:Wont intercept the fired missile well,Changing dummy vehicle:wont become transparent well,Changing ProtectionZone:it wont be able to looks like "missile has been intercepeted". player addEventHandler ["FiredMan", { params ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_vehicle"]; if ( (("M_NLAW_AT_F"==_this select 4)or("M_Titan_AT"==_this select 4)or("M_PG_AT"==_this select 4)or("Missile_AGM_02_F"==_this select 4)or("M_Scalpel_AT"==_this select 4)or("M_AT"==_this select 4)) &&(random 100 < 50) )then { private _teki=missileTarget _projectile; private _g1="M_Scalpel_AT" createvehicle [0,0,0]; private _ang=getdir _unit; _g1 setdir (_ang-180); _g1 setpos [getpos _teki select 0,getpos _teki select 1,(getpos _teki select 2)+12]; private _kabe="ProtectionZone_Invisible_F" createvehicle [0,0,0]; _kabe attachto[_g1,[0,9,0]]; _kabe setObjectScale random[0.1,0.2,0.3]; private _caf="CMflare_Chaff_Ammo" createvehicle [0,0,0]; _caf attachto[_g1,[0,0,0]]; private _dmy="B_Boat_Transport_01_F" createvehicle [0,0,0]; _dmy setObjectTextureGlobal [0, ""]; _dmy setVehicleTIPars [1, 1, 1]; _dmy attachto[_projectile,[0,5,0]]; _g1 reveal _dmy;_g1 setMissileTarget _dmy; [_projectile,_teki,_dmy,_g1,_kabe]spawn{params["_projectile","_teki","_dmy","_g1","_kabe"];while{alive _projectile}do {sleep 0.5;_g1 setMissileTarget _dmy;}; "helicopterexplobig" createvehicle (getpos _kabe);private _bm="IEDUrbanBig_Remote_Ammo" createvehicle[0,0,0];_bm setpos(getpos _kabe);_bm setdamage 1;deletevehicle _kabe;deletevehicle _dmy; }; } }]; lastly,the way to restricting MLRS. player addEventHandler ["FiredMan", { params ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_vehicle"]; if( ("R_230mm_HE"==_this select 4)&&(random 100 < 60) )then { _projectile addEventHandler ["SubmunitionCreated", { params ["_projectile", "_submunitionProjectile", "_pos", "_velocity"]; "helicopterexplobig" createvehicle (getpos _submunitionProjectile);private _bm="IEDUrbanBig_Remote_Ammo" createvehicle[0,0,0];_bm setpos(getpos _submunitionProjectile);_bm setdamage 1; deletevehicle _submunitionProjectile; }]; }; }]; I dont know if those are grammarly correct,but they are working in my server(I think they are not eating Server's CPU so much) I hope this helps
  7. Hi player addEventHandler ["FiredMan", { params ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_vehicle"]; if ( (("M_NLAW_AT_F"==_this select 4)or("M_Titan_AT"==_this select 4)or("M_PG_AT"==_this select 4)or("Missile_AGM_02_F"==_this select 4)or("M_Scalpel_AT"==_this select 4)or("M_AT"==_this select 4)) &&( (missileTarget _projectile) iskindof "LandVehicle")&&(random 100 < 50) )then { private _teki=missileTarget _projectile; private _g1="M_NLAW_AT_F" createvehicle [0,0,0];//PCML good private _ang=getdir _unit; _g1 setdir (_ang-180); _g1 setpos [getpos _teki select 0,getpos _teki select 1,(getpos _teki select 2)+12]; private _kabe="ProtectionZone_Invisible_F" createvehicle [0,0,0]; _kabe attachto[_g1,[0,9,0]]; _kabe setObjectScale random[0.1,0.2,0.3]; private _caf="CMflare_Chaff_Ammo" createvehicle [0,0,0]; _caf attachto[_g1,[0,0,0]]; private _dmy="B_Boat_Transport_01_F" createvehicle [0,0,0]; _dmy setObjectTextureGlobal [0, ""]; _dmy attachto[_projectile,[0,5,0]]; private _nkm=attachedObjects _projectile; _teki reveal (_nkm select 0);_teki dowatch (_nkm select 0); _teki dotarget (_nkm select 0);_teki dofire (_nkm select 0); _g1 reveal _dmy;_g1 setMissileTarget _dmy; [_projectile,_teki,_dmy,_g1,_kabe,_nkm]spawn{params["_projectile","_teki","_dmy","_g1","_kabe","_nkm"];while{alive _projectile}do {sleep 0.05;_g1 setMissileTarget _dmy; _teki reveal (_nkm select 0);_teki dowatch (_nkm select 0);_teki dotarget (_nkm select 0);_teki dofire (_nkm select 0);_g1 setVelocityModelSpace [0,50,0.4];}; hint "missile intercepted";deletevehicle _kabe;deletevehicle _dmy; }; } else{}; }]; this code works well even after multiple respawn."B_Boat_Transport_01_F" can be completely transparent by setobjecttextureglobal(others cant be transparent).so it looks natural(few shadow can be seen but it not big problem) and slow(50m/s) PCML missile as intercepting missile can chase fired missile and crash into the missile(other missile cant move so quickly,they crash into ground) Make enemy AI vehicle shot the incoming missile is not working at all,but First Objective "Intercepting Anti-Tank Missile by Missile" can be accomplished. thanks for your help!!!
  8. Hi i found a way to Shot Down Incoming missile by (this code is written in OnPlayerRespawn.sqf) 1.create B_TargetSoldier and attach him to the fired missile 2.create Tigris near the Target and add ProtectionZone(invisible&size changed ) to the fired bullet which will be deleted after Tigris dead.and make tigris watch&fire the B_TargetSoldier every 0.05sec 3.missile will be shot down easliy because of the ProtectionZone attached to bullet.after missile's death,Tigris&TargetSoldier will be deleted (_ggk=Abbreviations of "GeiGeKi"(jpn)=Intercept, _tama=Bullet) player addEventHandler ["FiredMan", { params ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_vehicle"]; if ("M_NLAW_AT_F"==_this select 4)then { private _tgt=missileTarget _projectile; _dmy= [ [0,0,0],0,"B_TargetSoldier",west]call BIS_fnc_spawnVehicle; (_dmy select 0) attachto[_projectile,[0,5,0]]; private _ranpos=[(getpos _tgt),15,30,10,0,0.7,0]call BIS_fnc_findSafePos; _ggk= [_ranpos,0,"O_APC_Tracked_02_AA_F",east]call BIS_fnc_spawnVehicle; (_ggk select 0) reveal (_dmy select 0); (_ggk select 0) dowatch (_dmy select 0); (_ggk select 0) doTarget (_dmy select 0); (_ggk select 0) dofire (_dmy select 0); (_ggk select 0) addEventHandler ["Fired", {params ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_gunner"]; _tama="ProtectionZone_F" createvehicle [0,0,0];_tama attachto[(_this select 6),[0,5,0]];_tama setObjectScale 0.05; [_tama,_unit]spawn{params["_tama","_unit"];while{alive _unit}do{sleep 5;};deletevehicle _tama;}; }]; [_projectile,_ggk,_dmy] spawn { params ["_projectile","_ggk","_dmy"]; while{alive _projectile}do {sleep 0.05;(_ggk select 0) doTarget (_dmy select 0);(_ggk select 0) dofire (_dmy select 0)}; hint "missile intercepted"; deletevehicle (_ggk select 0);deletevehicle (_dmy select 0);}; }; }]; but this way has problem,this way runs well only the FIRST Spawn BUT After player's respawn,Tigris spawns as many as number of player's respawn(if player respawn 5 times,then 5 tigris appears) and they wont watch the dummy soldier and they wont fire anything.How Can I fix this problem?I tryed createvehicle instead of spawnvehicle but same defect happens(6/17),and I always tryed change the random spawn position from (getpos _tgt) to (getpos _unit) then same defect hapens(6/18)(Many tigris appears around the firer),Deleting EH from "MPRespawn"via removeEventHandler always didnt change anything(6/19) Is there any kinds of way to Stop EH running multiple times?someone please help me thanks.
  9. Hi As Title says, i want to make vehicle(car/plane/Heli/UAV) crash into something(soldier/vehicle/object).In case of Soldier, _kamikazesoldier moveto (getpos something); in the loop works fine.(I use this to "Retaliation" against using Anti-Tank Missile,kamikazesoldier is holding bomb in his body and release it when he comes near the firer) but in case of Vehicle,the Vehicle Stop moving when they arrive near the Target or even not begin moving.(im thinking using this idea to "Retaliation" against using MLRS&155mm Howizter&Plane&UAV in Domination 4.65) How can I fix this defect? Thanks
  10. Hi thanks for reply I tried your method and the countermissile works well if Fired soldier and aimed vehicle are on the same level,or soldier low &vehicle high position but if soldier high&vehicle low position,the countermissile usually crash into the ground. Is there other way to make the countermissile fly opposite route of Original Attack Missile and make those two missiles crash? anyway,I appreciate for your reply
  11. Hi Im thinking idea that 1.missile fired from soldier to vehicle which has very small vehicle attached to the missile to be able to be locked on from intercepting missile,and this missile go to the vehicle 2. missile which aims to shoot down the fired missile are launched from the aimed vehicle,this missile has ProtectionZone_F attaced to crash into the missile,and this missile go to the small vehicle attached to the missile 3.attack/intercepting missile crash in the air and attached object will deleteted soon player addEventHandler ["FiredMan", { params ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_vehicle"]; if ( (("M_Titan_AT"==_this select 4) && (random 100 < 30)) or (("M_PG_AT"==_this select 4) && (random 100 < 40)) or (("M_Scalpel_AT"==_this select 4) && (random 100 < 40)) or (("Missile_AGM_01_F"==_this select 4) && (random 100 < 40)) or (("Missile_AGM_02_F"==_this select 4) && (random 100 < 30)) or (("M_NLAW_AT_F"==_this select 4) && (random 100 < 98)) ) then { private _tgt=missileTarget _projectile; private _dirAndUp = [vectorDir _projectile, vectorUp _projectile]; _ggk=createVehicle ["M_NLAW_AT_F",_tgt modeltoworld [0,0,3],[],0,"CAN_COLLIDE"]; private _hdg=[0,0,0] getdir getCameraViewDirection _unit; _ggk setdir (_hdg-180); private _ggkpit=_tgt call BIS_fnc_getPitchBank; [_ggk,((_ggkpit select 0)+5),0] call BIS_fnc_setPitchBank; _dmy2=createVehicle ["ProtectionZone_F",_ggk modeltoworld [0,0,0],[],0,"CAN_COLLIDE"]; _dmy2 setvectorUp[0,0.99,0.01]; _dmy2 setObjectTexture [0,"#(rgb,8,8,3)color(1,0,1,0.5,ca)"]; _dmy2 attachto[_ggk,[0,0,0]]; _dmy2 setObjectScale 0.15; private _position = getPosWorld _projectile; deleteVehicle _projectile; _tama= _ammo; _new = _ammo createVehicle [0,0,0]; _new setPosWorld [_position select 0,(_position select 1)+1.5,(_position select 2)+1.9]; _new setVectorDirAndUp _dirAndUp; _new setMissileTarget _tgt; _dmy=createVehicle ["B_MRAP_01_gmg_F",[0,0,0],[],0,"CAN_COLLIDE"]; _dmy engineOn true; _dmy attachto[_new,[0,5,0]]; _dmy setObjectScale 0.01; _ggk setMissileTarget _dmy; [_unit,_ggk,_new,_dmy2,_dmy] spawn { params ["_unit","_ggk","_new","_dmy2","_dmy"]; while{alive _new}do {sleep 1;systemchat "msl stil alive";}; hint "missile intercepted"; deletevehicle _dmy2;deletevehicle _dmy;}; }; }]; and this code works if Soldier/Vehicle both are on flat place.But if soldier or vehicle are on angled place, intercept missile will crash into the ground or fly into the air Attack missile trace the original route well(=the route if this code doesnt exist) via "SetVectorDirandUp" but intercept missile which is planed to fly along the SetPitchBank&SetDir will not fly along the route which is Attack Missile's reverse/opposite route. So,I think,if i can make the Attack Missile's "_dirAndUp" become Opposite Vector,Intercept missile will fly on the reverse route which Attack Missile will fly, and intercept the attack missile without crashing into the ground How can i do this?Fixing this problem without Math knowledge is really difficulut,Help me Plz thanks!
  12. Hi Is it possible to restart/shutdown server program after mission end?(serverifya3 can do it but that program dont run x64 server so i changed server management program from serverifya3 to FASTER,and i cant find that option)
  13. Hi x64 executable crash 20~30second after launched(version 1.5.1.0) Server Windows disappeard suddenly after this indication "(time):Dedicated Host Created." and there are no erroe message at all and x86 executable runs correctly(but memory limit error(?) happens everyday) i think this error happen after update in 2022.8.23 PC(server) Spec: i5 2500K,DDR3 16GB,240GB HDD,Windows 10 Pro 64bit PC(for game) Spec:2600X,DDR4 32GB,1TB SSD,Windows 10 Pro 64bit both pc have same error how can i fix this?
  14. donpachiyarou

    co10 Escape

    Hi Adding EH "HandleDamage" in fn_initLocalPlayer.sqf doesnt works at all(I want to Change very very unreasonable arma3's damage system in this mission,I already Changed it on My Domination Server). player addEventHandler ["HandleDamage", { (_this select 2)*0.3}]; even though adding addaction or adding other EH like "AnimStateChanged" in the fn_initLocalPlayer.sqf works without problem,and creating onplayerrespawn.sqf and writing "HandleDamage" always dont work at all How can i fix this? Thanks.
  15. Hi Is it possible to write script that runs like below?(i got this idea from 3d maneuver gear from "Attack on Titan" and Grappring Hook from "Tenchu: Stealth Assassins") 1.player fires specific ammo(as "grappling hook",im thinking using RPG7 that projectile velocity is much reduced,is already done by this forum's wisdom) 2.Hoist(dont have to looks like Hoist) which can "pull" soldier via rope are created at the point where the bullet drop 3.player push specific key or execute addaction after the hoist is ready,and the hoist begin to pull the wire and the soldier's body move via wire teleporting to the marker that attached to specific ammo is already possible by EH "firedman"in onplayerrespawn.sqf & loop in init.sqf,but how can i be pulled by rope? Best regards.
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