Jump to content
🛡️FORUMS ARE IN READ-ONLY MODE Read more... ×

HereIsJones

Member
  • Content Count

    58
  • Joined

  • Last visited

  • Medals

Everything posted by HereIsJones

  1. HereIsJones

    Ravage

    Interactions did seem to lag, and the Health window on the Inventory screen takes an extra second to load. Also, if this helps - when the loot lag gets really bad after 3 or so game-days (~10 secs lag), when you find loot in an object the inventory window pops up but there's nothing in it. EDIT - one more thing if it helps, I tested with your ambient furniture system, with Tinter's furniture mod, and with all of it turned off (just loot from world objects) and got the same lag in each case.
  2. HereIsJones

    Ravage

    Is anyone getting terrible loot lag as the game progresses? I placed and set all the Ravage modules on Altis, put down a couple of traders and drove around looting, but by game-day 2 looting began to lag (goes from 1 sec per loot to about 3-4 secs per loot), and by game-day 3 each object takes about 10 seconds to loot. I've tried saving and restarting, and even tried removing the ambient Ravage furniture system and just looted world objects, but looting still begins to lag by game-day 2. Anyone know how to fix? I have no mods running other than the required mods, and have placed down no units (hordes, ai etc) other than the player unit and 3 traders. Also - This is awesome, thanks for this! Can the CUSTOM TRADER LIST be used to sell weapon parts (suppressor, scope etc)? EDIT - So it looks like loot lag starts after I find and use the 2 merchants I placed (using the code on the wiki). Since no one else has this problem though, it's probably something up with my system (it meets low-end specs but I'll get a better comp soon).
  3. I'm new to scripting, and decided to put together a script to spawn random teams of guerillas in different situations (village incursions, roadblocks, etc.). I've got village incursions working using the CBA Defend module, except I've spawned into coastal waters (off Tanoa) twice now, even though I'm using BIS_fnc_findSafePos. Not sure if this is too contrived, but I only want to spawn in villages, so I'm getting a random pos on the map, then finding a village near it, then converting the village location back to a pos, then finding a safe place to spawn in or around the village location using BIS_fnc_findSafePos. _thisPos = [] call BIS_fnc_randomPos; _thisVillage = nearestLocation [_thisPos, "NameVillage"]; _thisPos = locationPosition _thisVillage; [_thisPos, 10, 50, 5, 0, .25, 0, [], []] call BIS_fnc_findSafePos; Even though I've set waterMode to 0 (can not be in water), my guerillas occasionally end up spawning in the water. Can anyone see what I'm doing wrong? Thx ahead of time. EDIT: Perhaps there is a way to determine the rough center of a village, and spawn there? As long as it doesn't overlap a building. ANOTHER EDIT: Ok, I wasn't assigning _thisPos to the function in the last line. Using this code actually returns good results, but as a new Arma scripter I'm happy to learn a better way. _thisPos = [] call BIS_fnc_randomPos; _thisVillage = (nearestLocations [_thisPos, ["NameVillage", "NameCity", "Airport"], 4000] select 0); _thisPos = locationPosition _thisVillage; _thisPos = nearestBuilding _thisPos; _thisPos = [_thisPos, 10, 100, 2, 0, .5, 0, [], []] call BIS_fnc_findSafePos;
  4. HereIsJones

    Positioning Roadside Elements

    I'll check Antistasi out. I originally came up with this for Ravage, but I think it will work with a lot of sandbox mods in general.
  5. I'm working on some scripts that spawn random encounters (remote insurgent camps, roadblocks, town takeovers etc.). I just finished roadblocks, and now have them positioned center and perpendicular across the road, like: Roadblock Image I mention this, because now I'm trying to generate small "insurgent black markets" on the side of roads, and I'm assuming I'll need to use some of the same functions. The rule I've set is that I need an empty, relatively flat spot just off a road that the market will fit in (about the size of a CH-67 Huron). I'm assuming I can use the following in some order: BIS_fnc_randomPos - find a starting random pos selectBestPlaces - find relatively flat, treeless areas (meadows) BIS_fnc_findSafePos - find a relatively flat grade near the starting pos BIS_fnc_nearestRoad - find a nearby road roadsConnectedTo - find the direction of the road to align the market to it findEmptyPosition - find an empty spot the size of a CH-67 I've been trying for two days, and I can't get it. Has anyone done anything like this? It doesn't help that some of these return an object, some an array and some locations. Thanks in advance for any light you can shine on this. This is the code I've been playing with (doesn't seem to work) - _thisPosList = selectBestPlaces [_thisPos, 800, "(1 + meadow + houses) * (1 - sea)", 15, 1]; _thisPosSelect = _thisPosList select (floor random (count _thisPosList)); //choose a pos and use it to find a road segment _thisPos = _thisPosSelect select 0; _thisPos = [_thisPos, 5, 500, 20, 0, .16, 0, [], []] call BIS_fnc_findSafePos; _thisRoad = [_thisPos, 500, []] call BIS_fnc_nearestRoad; //_thisPos = getPos _thisRoad; //get direction of road segment _roadConnectedTo = roadsConnectedTo _thisRoad; _thisDirection = _thisRoad getDir (_roadConnectedTo select 0); //then maybe something along the lines of - _thispos = _thisPos findEmptyPosition [0, 250, "B_Heli_Transport_03_F"]; EDIT - Actually, I think the real question may be, is it possible to generate a collection of pos that are on road segments, then look at each of those pos to find a segment that has a flat empty spot next to it? EDIT - Ok I think this is it. Procedurally generated roadside market This still needs a lot of error and exception handling added to it, but here it is in all its clunky glory. //find a decent random spot _thisPos = [] call BIS_fnc_randomPos; _thisPosList = selectBestPlaces [_thisPos, 1000, "(1 + meadow) + (1 + houses) * (1 - sea) * (1 - hills)", 15, 1]; _thisPosSelect = _thisPosList select (floor random (count _thisPosList)); _thisPos = _thisPosSelect select 0; //narrow in on road, get road direction _thisRoad = [_thisPos, 300] call BIS_fnc_nearestRoad; _roadConnectedTo = roadsConnectedTo _thisRoad; _thisDirection = _thisRoad getDir (_roadConnectedTo select 0); _marketFacing = _thisDirection; //insert code to look 90 degrees from _thispos _thisPos = _thisRoad getRelPos [15, _thisDirection]; _thisPos isFlatEmpty [5, -1, .15, 10, 0];
  6. HereIsJones

    Not spawning in water

    Ah, thank you for noting how to test, it didn't occur to me. I'll write something that loops markers onto the map. I've been testing one run at a time. 😛 I had to put in nearestBuilding because (on Tanoa at least) the official village pos can be well outside of the village, and the DEFEND group just marches around in a circle without garrisoning because there are no houses. I noticed it's much better in Altis, but I'll look into other options.
  7. HereIsJones

    Scripts Discussion

    Is there a way to programmatically spawn a ZedBlacklist zone via script? I found init_zedBlackList, but I don't know the method to call it, or params it might need. Right now I'm spawning bandit groups at roadblocks/camps that are dynamically generated, and I'd like a zedBlacklist around them, even if it's using the default params like 350m etc. Thanks for your help!
  8. This looks like fun, but your code references "AttachementsStore.sqf" twice, and I can't find it anywhere. Can you point me to it? Sorry if it's obvious, I'm new to this game. Thanks!
×