Jump to content

thy_

Member
  • Content Count

    310
  • Joined

  • Last visited

  • Medals

Community Reputation

147 Excellent

About thy_

  • Rank
    Staff Sergeant

Profile Information

  • Gender
    Male
  • Location
    Brazil

Contact Methods

Recent Profile Visitors

2288 profile views
  1. Unfortunately, I'm working on new projects and I cannot do a fork with no-ACE It's easy, you must remove the code lines where the logic is used handcuffs (it comes from ACE features). It's not as easy as your first request. A way to do this is to work with classes, which can be a hard time for someone with no SQF experience 😞 This script was built for the mission to get only one suicidal threat. That's why it's not easier/faster to change it to insert many of them.
  2. It's not a matter of this topic but the answer is around Chapters 1 and 2 of the main post. You need to load the things somehow in the early steps.
  3. The entire process is described here: All you need to do is go there and search for: SCR_TimeAndWeatherHandlerComponent Time And Weather
  4. thy_

    Editing Read only Project

    It's because you PROBABLY are trying to edit the ArmaReforger project, and you basically cannot do as expected. To solve your issue, it's easy - just follow the "2) PROJECT SETUP" over here: https://forums.bohemia.net/forums/topic/287110-tutorial-how-to-setup-a-coop-mission/
  5. Probably you are missing some Manager element in your mission as well as FactionManager and GameModeSF where the GameModeComponent must be replaced by the Conflict Mode version. Here you have the entire setup flow. Just adapt that for Conflict Mode, replacing all "Combat Ops" with "Conflict".
  6. @Spinfx, since the last Major Update, you are allowed to drop some composition assets where the Supply Depot si already working properly for any mission type, including Conflict one. Here you have a tutorial to set up your mission and, through World Editor > Resource Browser, search for "Supply .et" (don't forget the space) when you will find easily what you want. Cheers.
  7. So you should start to work on it. There is no time to lose. Let's say 20 Areas (.et) with an update rate of 10 seconds (as shown in the main post) definitely will NOT affect the match performance. EDITED May 17th: Performing new tests deactivating the Despawn System only for those Areas, the mission works fine in an unchangeable FPS, which is perfect. I will edit the main post with the info.
  8. Show us the right operation with evidence. Where is this info through Reforger documentation? Explain to us with precise details.
  9. After you've configured your mission correctly, you're ready to follow this tutorial. If not, you might face basic issues. That said, let's do it: Desired: Create random minefields, a solution to prevent players from memorizing the minefield positions when playing several times the same mission; Minefield Structure: In real life: Mine ................... explosive device itself. Minefield ........... a cluster of mines. Translation to World Editor: Area .................... the entire region where one or more minefields will be placed. An Area has one or more minefields. It doesn't matter where the Area will be placed; Layer .................. it is the minefield itself. A Layer has one or more mines; It doesn't matter where the Layer will be placed; Slot .................... it is the mine itself. A Slot has just one mine; It's the exact position where that specific mine must spawn; Building up random minefields: Visit your Resource Browser in ArmaReforger > Prefabs > ScenarioFramework > Components and: AREA-SETUP: Drag and drop an Area (Area.et) somewhere on the map; LAYER-SETUP: Drag and drop a Layer (Layer.et) inside the Area previously created and listed in your Hierarchy tree; Drag and drop how many Slots (Slot.et) you want to convert for landmines for that specific minefield (Layer); Again, in Hierarchy area, don't forget to drag and drop the new slots into the recently created Layer; Select all Slots of the current Layer and: In the Object Properties area, select SCR_ScenarioFrameworkSlotBase; In the Asset area, click on the "..." button, and search for one of these options, for example: US landmine = E_Mine_M15AT.et; USSR landmine = E_Mine_TM62M.et; Crucial: don't use the options without "E_" as a prefix because those options will not work properly in-game. All "E_" options are in ArmaReforger > PrefabsEditable > Mines; [OPTIONAL] In the Debug area, check the option Show Debug Shapes During Runtime to find easily where non-spawned mines would be during your mission creation; Now, repeat the "Layer-Setup" to create more minefields for the same area; Back to "Area-Setup", select your Area in the Hierarchy tree, go to Object Properties, and click on SCR_ScenarioFrameworkArea; In the Children's area: In the Spawn Children field, select Random_Multiple; In the Random Percent, set 50 to say to the engine that only 50 percent of all minefields belonging to this specific area should be spawned when some player is around; Now, repeat the "Area-Setup" for each area you want to set more minefields. The result: (Image below) The result must be similar to this: - - - - - - - - - - - - - - - - Performance Care: With no documentation, I'm not sure what is the limit of landmine planting until the server's FPS starts to be affected. In my own tests, 400 mines didn't even scratch the match performance. Current landmine planting limitations: If you try to set a mine into the ground, leaving just a small portion of it on the surface, unfortunately the mine will disappear when the mission is running; Only AT mines are available; Question? Something more? Share your thoughts! - - - - - - - - - - - - - - - - My Arma 3 Script for automatic minefield creation: https://forums.bohemia.net/forums/topic/241257-release-ethics-minefields/
  10. thy_

    New world created but can not drive a vehicle

    Probably you guys are creating a world and just dropping assets over that without running the Plugin > GAME MODE SETUP where the WorldEditor tool drops for you all the basic managers you need to have for a basic run in-game. Also, make sure that ALL objects dropped on the map they are snapped to the ground by right-clicking over them and selecting the option "Snap to ground". If the object disappears, just Ctrl+Z, press W, up a few meter from the ground, and try again. For more clarification, check this out:
  11. thy_

    [Info] Creating Map Markers

    This approach doesn't consider "action markers" as Blufor position, Unknown position, supplies, vehicles, etc. To add these kind of markers: In the World Editor, and through the Resource Browser area, go to ArmaReforger > Prefabs > ScenarioFramework > Components; Drag and drop somewhere on the map an Area.et; Drag and drop a Layer.et into the Area created in the Hierarchy tree; Now, for each faction marker you want to create, do it: Drag and drop a SlotMarker.et into the Layer recently created and listed in the Hierarchy tree; Click over that SlotMarker created, go to its properties, and click on SCR_ScenarioFrameworkSlotMarker; Through the Map Marker area, give the marker a name, and select its icon, and color. P.S: for some reason, the "Faction Key" field shouldn't be used, otherwise the marker won't be shown for any player, even the configured faction.
  12. I spent two days trying to understand why a coop mission was crashing for each player (except for the hosted server player) right after they tried to spawn for the first time in the mission. The nature of the issue makes the error "invisible" for the Mission Maker during their creation and test processes through World Editor (v.1.1.0.42 Production). Here is why the mission was crashing: medic boxes that had their Object Properties/components turned off manually by me (image below). I was trying to make the medic boxes only "simple objects" like in Arma 3. After removing those boxes, the mission runs flawlessly for 8 players.
  13. Currently, v1.1.0.42, all you need to turn the spawn-despawn ON is here: Source: https://community.bistudio.com/wiki/Arma_Reforger:Scenario_Framework#Dynamic_Spawn/Despawn_2 Critical: If you're running a Coop/PvE/CombatOps mission, in your World Editor, through the Hierarchy column area, click on the GameModeSF and then right-click over its property called SCR_GameModeSF. Click on Change Class and select SCR_GameModeCombatOpsManager and turn on the Dynamic Despawn; If you're running another kind of mission, probably you should leave the original component and only turn on the Dynamic Despawn checkbox;
×