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itisnotlogical

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Everything posted by itisnotlogical

  1. I installed Community Base Addons a short while ago in order to try out another mod. Every mission I've edited since then now requires CBA and will not open without it, even though I never actually used CBA and never meant to. Nothing in the editor is even marked like other add-on content, so there's no way to tell what I would need to remove from within the editor. I figured out how to edit the mission.sqm and manually remove all references to the unwanted content, but I was curious if anybody's created a tool that can help with this in the future?
  2. I'm not saying that I expect anybody to do anything with it, in fact I expect the opposite. I'm not claiming to be some sort of modding prodigy and I'm not accusing anybody of anything (where did you get any of that from my post?) I just want people to be able to go "huh, that's neat" 20, 30 years in the future, if some weirdo is that curious about the game after all that time. I'm interested in preserving things for their own sake, not because I've got any particular use for them in mind, or because I believe there's an army of potential ARMA: CWA fans just waiting to be introduced (I don't, and there isn't.) But then I actually used to watch deleted scenes on DVDs and be disappointed when there weren't any, so maybe I'm the weirdo. That was more in response to anybody who would suggest "just play CWR, it's better for [x, y, z] reasons." Even if CWR is the best version of the Operation Flashpoint campaign that will ever be seen, I still think it's worthwhile to play the original game.
  3. itisnotlogical

    Arma 3: Community wishes & ideas- NO DISCUSSION

    I'd like a search bar in the animation viewer. Scrolling through the list is a pain sometimes when I can't remember what the animation is called or what section it's in...
  4. Even if nobody plays the game or makes mods for it, I don't think it's something that should potentially be lost because "nobody cares." Even if just one person in the whole world wants to see it, I think they should be able to. Of course I know that Bohemia's answer will most likely be a stern "no" for the foreseeable future, for all the reasons outlined in the thread above, but I can still imagine. I still haven't beaten OFP's campaign nor any of the expansions, but someday I mean to go back and do it. A3 is nice and all and CWR is an amazing piece of work, but there's something special and unique about the original with all of its quirks, flaws and rough edges. It's like those people who say "Yeah, Doom is great, once you install this mod and that mod and this sourceport and that level pack and make sure to add bloom and per-pixel lighting and quick kills etc. etc." and while that may be fun, is it really the same game?
  5. itisnotlogical

    Tool for fixing mod contamination?

    I haven't been able to reproduce it intentionally yet, but if/when I do I'll be sure to. The addon it says it requires is "CBA Joint Ammo Magazines," which I suppose would be possible to accidentally include, but I also found this in the mission.sqm in the Entities class under a group definition (whitespace and all): class CustomAttributes { class Attribute0 { property="groupID"; expression=" if (isNil 'CBA_fnc_setCallsign') then { _this setGroupID [_value]; } else { [_this, _value] call CBA_fnc_setCallsign; }; "; ... which I really don't know how it got there.
  6. Whether it's in a .pbo or just copying the mission files into the Campaigns directory, whether it's .jpg or .paa, whether I define it in description.ext or in Eden, I can't get my overview pictures to show in the Campaigns menu. No error message pops up, just a black square instead of the usual "white noise" graphic when no image is defined. Unfortunately nothing I found on Google solved the issue. Directory: (Campaign folder) - Campaign description.ext - missions -- mission1.Altis --- description.ext --- images ---- loading.jpg Mission description.ext: briefingName = "Hopeless"; onLoadMission = "Backed into a corner, the Altis Armed Forces stage a daring last stand at Ioannina."; loadScreen = "images\loading.jpg"; onLoadName = "Hopeless"; overviewText = "Backed into a corner, the Altis Armed Forces stage a daring last stand at Ioannina."; overviewPicture = "images\loading.jpg"; briefing = 0; debriefing = 0; class CfgDebriefing { class End1 { title = ""; subtitle = ""; } }; The loadScreen image shows up, but never the overviewPicture. Is there something obvious that I'm missing or is this a bug of some kind?
  7. I believe you also have to set the trigger to "Repeatable" for this to be the case.
  8. itisnotlogical

    Overview picture won't show.

    I got it. It turns out that overviewPicture is relative to the ARMA 3 install directory, and cannot look inside any mission folders (*.Altis, *.VR, etc.) for images. So by moving the image folders into the root campaign directory and starting the path from the ARMA 3 directory, it works now. If anybody's interested: if you use "Export To Single-Player," data like the briefing name, images, etc. are written directly into the mission.sqm (if you provided them in Eden->Attributes->General) making that part of the description.ext unnecessary if you're just making a single mission. But for some reason, if it's in the scenario folder, then overviewPicture etc. are relative to the mission .pbo rather than the root ARMA 3 directory.
  9. itisnotlogical

    Overview picture won't show.

    No effect. After looking at the campaign included in the Arma 3 Samples, I was able to get an image to show up by copying the path from the example campaign into my own: Result of overviewPicture = "a3\missions_f_epa\data\img\a_skirmish01_overview_ca.paa" This seems to suggest to me that there's a workaround in packing the images in a separate addon, but I'm going to bed and will have to figure that out tomorrow.
  10. itisnotlogical

    Overview picture won't show.

    Yep, 1024x512.
  11. itisnotlogical

    Overview picture won't show.

    Version info from the launcher says I'm on game version 2.04.147719. That is correct.
  12. I found this snippet in an old thread: { if (_x typeOf "Land_City_8m_F" || _x typeOf "Land_City_8mD_F") then { deleteVehicle _x; }; } forEach nearestObjects [player, ["All"], 1000000]; I can't test it myself at the moment but the docs for nearestObjects says you can put the classnames where "All" is in the above snippet, which would save script cycles on looping through every object in the defined radius. EDIT: I read the thread closer and apparently it doesn't work. Oops, I'm bad. Also, the .p3d is unnecessary when referring to objects by classname in a script. I wish you luck with your scenario 😃
  13. itisnotlogical

    How to make a drive to task.

    You could also change the condition field to just "true" and the trigger will activate as soon as the mission starts, or after the countdown/timeout has finished if you've set those. Also double-check that the task owner is set to "All Playable Units" or the player's faction--that's tripped me up more than a few times.
  14. Intended behavior: A bomb goes off. After the explosion, several invisible not-simulated units are shown and start playing hurt animations as if they'd been there the whole time. The player can use first aid kits, causing them to fall unconscious; otherwise they die after some time has elapsed. What actually happens: When "enableSimulation" and "allowDamage" are called, the force from the explosion is suddenly applied after it already happened, while said units were invisible and not simulated. Scripts affecting the relevant units: detonate.sqf // stop certain units from being damaged in the blast {_x allowDamage false} forEach units injured; {_x allowDamage false} forEach units group player; deadD_1 disableAI "all"; // doStop stopped working... deadD disableAI "all"; // blow up convoy lead vehicle, end the non-gameplay section and really begin the mission sat1 = "SatchelCharge_Remote_Ammo_Scripted" createVehicle position bomber; sat1 setDamage 1; sat2 = "SatchelCharge_Remote_Ammo_Scripted" createVehicle position dead; sat2 setDamage 1; deadD_1 enableAI "all"; deadD enableAI "all"; {deleteVehicle _x} forEach units civs_delete; deleteVehicle bomber; sleep 3; group player leaveVehicle dead_1; {_x allowDamage true} forEach units group player; sleep 3; ["tsk_bravo", "CANCELED"] call BIS_fnc_taskSetState; moveOut player; // reactivate HUD, see scripts\setup.sqf showHUD [ true, true, true, true, true, true, true, true, true, true ]; sleep 3; saveGame; sleep 8; // enable units for the next section [evilGroup_1, true] call fn_setGroupActive; [evilGroup_1] call fn_makeGroupStupid; sleep 8; [evilGroup_2, true] call fn_setGroupActive; [evilGroup_2] call fn_makeGroupStupid; injured_setup.sqf: (called in a trigger after evilGroup_1 and evilGroup_2 are eliminated) hint "If needed, there are more first aid kits in the Strider."; {[_x, 120] execVM "scripts\hurtCiv.sqf"} forEach units injured; {_x enableSimulation true} forEach units injured; {_x allowDamage true} forEach units injured; {_x hideObject false} forEach units injured; {_x addEventHandler ["Killed",{ if (_this # 1 == player) then { execVM "scripts\murder.sqf"; };} ]} forEach units injured; sleep 10; [evilGroup_3, true] call fn_setGroupActive; [evilGroup_3] call fn_makeGroupStupid; sleep 10; [evilGroup_4, true] call fn_setGroupActive; [evilGroup_4] call fn_makeGroupStupid; hurtCiv.sqf: /* Ultra-dumb script for fake injured civilians Presumably not compatible with ACE 3 All lefts reserved */ params ["_target", ["_deathTime", 0, [0]]]; _target setCaptive true; // prevents AI war crimers from shooting "wounded" units _target setDamage 0.5; _target setSpeaker "NoVoice"; private _anim = selectRandom ["Acts_CivilInjuredArms_1", "Acts_CivilInjuredChest_1", "Acts_CivilInjuredGeneral_1", "Acts_CivilInjuredLegs_1"]; _target switchMove _anim; //hint "start"; if (_deathTime > 0) then { _deathCount = 0; while {(_deathCount < _deathTime) and (damage _target >= 0.5) and (damage _target < 1)} do { sleep 1; _deathCount = _deathCount + 1; _target playMove _anim; // cause animation to loop //hint str _deathCount; }; //hint "while ended"; if ((_deathCount == _deathTime) or (damage _target == 1)) then { _target switchMove "Acts_InjuredLyingRifle01"; // otherwise unit will animate while dead _target setDamage 1; hint "Ded"; } else { _target switchMove "Acts_InjuredLyingRifle01"; _target setUnconscious true; }; } else { waitUntil {sleep 1; damage _target < 0.5}; _target setUnconscious true; _target switchMove "Acts_InjuredLyingRifle01"; sleep 1; };
  15. I guess I'll have to go with createUnit then. Thank you for the clarification.
  16. itisnotlogical

    ARMA 3 Addon Request Thread

    Is there a definitive mod for female characters? The best one I've found so far in overall quality is TCGM - Pretty Girls Can Fight Too but it's severely lacking in a few areas, namely: civilian clothes. Every uniform from the base game and DLC has a female equivalent in the mod, but civilians are limited to sports clothes, hooker outfits and bikinis. ARMA 3 is the best game in the series IMO but it's silly that there are zero women in all of Altis and Stratis, considering that each previous game at least had some female civilians...
  17. Hello, I'm trying to create a sequence where a convoy is halted after a bomber runs into the street and detonates an IED (conceptually, the explosion is spawned in script, there is no "real" explosive on the map.) However, I'm having a number of issues getting it to look natural. I'm using simple Move waypoints to control both the bomber and the vehicles. If I activate the bomber too early, the "bomb" detonates way ahead of the vehicle and it just looks wrong. If I do it any later, the bomber and lead vehicle get stuck awkwardly trying to avoid each other and the whole thing is ruined. It's also hard to control the timing because sometimes the bomber decides to walk instead of run, or stands still for a bit before moving. Is there any way to force a unit to move directly to a spot without avoiding other units? Below are the relevant scripts ("dead" is the convoy lead vehicle.) bomber init: this disableAI "MOVE"; bomber wp#0 MOVE condition: dead distance bomber < 20; bomber wp #0 MOVE onActivation: deleteWaypoint [convoy, 0]; bomber enableAI "MOVE"; bomber wp #1 MOVE onActivation: sat1 = "SatchelCharge_Remote_Ammo_Scripted" createVehicle position bomber; sat1 setDamage 1; sat2 = "SatchelCharge_Remote_Ammo_Scripted" createVehicle position dead; sat2 setDamage 1; deleteVehicle bomber;
  18. itisnotlogical

    Suicide bomber scripted sequence

    Well, yes and no. It gives you a lot more control to decide exactly where the vehicles go, and at what speed. The downside is they will always drive in a straight line between points. That makes the driving very consistent, but it takes a lot of tweaking to i.e. move smoothly through a turn. It also seemed to have a problem if I defined more than nine waypoints, but I'm not sure if that's a problem with the game or myself. It seems to me that an ideal use case would be to use waypoints across long distances or in sparsely-populated areas, then switch to setDriveOnPath when consistency is required and you want very specific movements. I also tried https://community.bistudio.com/wiki/BIS_fnc_unitCapture as I saw suggested in a few other threads, but that just moved the vehicle along the ground without actually turning the wheels. It was very jittery and just looked wrong, as well as requiring several "takes" to get the inputs just right.
  19. itisnotlogical

    Suicide bomber scripted sequence

    I decided to control the vehicles with https://community.bistudio.com/wiki/setDriveOnPath, but BIS_fnc_stalk seems a lot better than using standard waypoints for the bomber. Thank you for the assist!
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