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BigAndSloppy

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About BigAndSloppy

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  1. BigAndSloppy

    Persistence using SaveLoad

    Have you looked here? : Arkensor made a custom framework for persistence with some instruction along it: https://github.com/Arkensor/EnfusionPersistenceFramework
  2. BigAndSloppy

    left-handed

    Personally I never understood the need to shoot left handed. If anything your left hand stabilizes the rifle better, and a trigger squeeze doesn't take the most fine motor skills. Though if you plan on making such a mod keep us posted I'm interested somewhat. You could start researching the M240C The M240C which is meant for being mounted to COAX in tanks etc does feed from the other side with the casings ejecting out the left. IT IS possible to switch out some parts and make it into a ground carried crew served as we did it in iraq a couple times. But mainly because our arms room guy was special.
  3. BigAndSloppy

    Vegetation colorization

    I open the polyplane emat under the trees mesh properties and over on those object properties or details tab... under basic material modifiers you *could* play around with those values ( Diffuse IBL, Specular IBL, Diffuse, Specular, etc I was able to make a pine tree look purple...) and change those colors. ^^ this way might be much easier I realized without having to export and import stuff and using external applications to accomplish it etc. Excuse my awful screenshot.
  4. BigAndSloppy

    Vegetation colorization

    The easiest way I can think of is by duplicating the asset and switching the parts its made of. For example if I want to edit a tree i would duplicate it and then edit prefab: object properties > mesh object > Materials > here youll have things like "bark, polyplane, atlas" emat files, you could possibly copy one of those and replace it with something, but editing most likely would be best done with GIMP or something. > now for the polyplane you'll wanna duplicate that, and switch out the file images like the BCR map, which you could also duplicate and export it to edit in photoshop/gimp to change the colors. Might be an easier way but it's basically how ive done it with surface masks and vegetation so far. Feel free to correct me.
  5. BigAndSloppy

    Best Ways to learn modding in Enfusion?

    With that in mind, editing config files and components of entities involved can help you greatly. Granted there has been a huge overhaul in how the depot and materials for bases and etc are handled. GOOD NEWS A LOT OF DOCUMENTATION has been updated since November and onward! Good job Bohemia and frens 🙂
  6. BigAndSloppy

    Best Ways to learn modding in Enfusion?

    Also try duplicating and looking at the entity components, there's a lot you can do from just adding components to a generic entity to do certain things you want.
  7. BigAndSloppy

    RHS: Status Quo

    Im often being shown RHS downloads to 100% , but then it says "Wait..." and then after a few minutes i get Error "The following mods could not be downloaded" -RHS - Status Quo" seems I fixed it by what I tried above, another trick Ive done is pausing the download and resuming it several times during the duration of it's download. right now im trying it again to see it's saying 2.963/2.963 GB and "Wait..." for 0.6.1657 , now it just throws back the same error im on windows 10 and 500 mpbs connection, usa east coast. I am getting a high ping 600 now 434 ms. maybe it's that. I'll try again later.... I should have made a copy of my addons folder before deleting it ugh... i just had it too lol.
  8. BigAndSloppy

    RHS: Status Quo

    on PC i went into my documents/ my games/ arma reforger/ addons deleted RHS if its in there, if not while it's downloading the folder appears in the addons folder, then I deleted the contents of that folder except what it wont let me. then i cancel the down load, and restart reforger, when re downloading from the workshop and not from the server im trying to join it's given me more success.
  9. BigAndSloppy

    World Editor Play Button Greyed Out

    Do you have a loadout manager????? the correct loadout manager? I noticed mine disappeared on my mod after the 1.0 but now that ive re added that in, it's working just fine.
  10. BigAndSloppy

    Custom Conflict mode

    HOWEVER, since 1.0 I think some stuff has changed and I'm not sure what, so far im looking on https://community.bistudio.com/wiki/Arma_Reforger:Scenario_Framework and following BlackHeart_Six advice on the rest, I'll look at the custom mods and see whats new.
  11. BigAndSloppy

    World Editor Play Button Greyed Out

    I'm having a similar issue, I own the game, but since 1.0 I haven't been able to play test conflict either as the continue button is greyed out after selecting a faction and team. but does it now require 2 players for the game mode to start? I might be able to fix that testing with a peer tool, but not sure where I could change that option in the first place within in the configs...?
  12. BigAndSloppy

    cant use whole terrain

    I had this issue too, reloading world editor fixes it. Only seems to happen at the very beginning. hasn't happened since.
  13. BigAndSloppy

    Teleport Script

    Maybe initialize the m_TargetPositions array directly: Instead of initializing the array in the constructor, you can declare and initialize it at the point of declaration. For example: protected ref array<vector> m_TargetPositions = { "5145 14.34 4015" }; Improve target position representation: Instead of storing target positions as strings, use actual vector objects. This will allow for easier manipulation and use of the positions. For example: m_TargetPositions.Insert(Vector(5145, 14.34, 4015)); Validate target positions: Add a validation step to ensure that the target positions are valid before teleporting the player. You can check if the array contains at least one valid position and handle the error case accordingly. Randomize target positions more effectively: Instead of using Math.RandomInt(), which can produce duplicate indices, consider using the Math.RandomFloat() function to generate a random float value and then multiply it by the size of the array to obtain a random index. This will give you a more uniform distribution of random positions. Add error handling: Currently, if the player controller is not found or there are no target positions, the script silently returns. Consider adding error messages or logging to help with debugging and informing the player about any issues. Implement a cooldown system: If you want to limit the frequency of teleportation, you can add a cooldown mechanism. Track the last teleportation time and check it against a predefined cooldown period before allowing another teleport. Here's an updated version of the script incorporating these improvements: class TeleportAction : ScriptedUserAction { // References protected SCR_PlayerController m_PlayerController; protected ref array<vector> m_TargetPositions = { Vector(5145, 14.34, 4015) // Additional target positions here }; protected float m_LastTeleportTime; protected float m_TeleportCooldown = 10.0; // Cooldown period in seconds //------------------------------------------------------------------------------------ override void PerformAction(IEntity pOwnerEntity, IEntity pUserEntity) { m_PlayerController = SCR_PlayerController.Cast(pUserEntity); if (!m_PlayerController) { Print("TeleportAction: Failed to get player controller."); return; } if (m_TargetPositions.Count() == 0) { Print("TeleportAction: No target positions defined."); return; } if (GetGame().GetTime() < m_LastTeleportTime + m_TeleportCooldown) { Print("TeleportAction: Teleport on cooldown."); return; } int randomIndex = Math.Floor(Math.RandomFloat() * m_TargetPositions.Count()); vector targetPosition = m_TargetPositions.Get(randomIndex); m_PlayerController.SetPosition(targetPosition); m_LastTeleportTime = GetGame().GetTime(); } //-------------------------------------------------------------------------------------- override bool GetActionNameScript(out string outName) { outName = "Teleport"; return true; } }; class TeleportAction : ScriptedUserAction { // References protected SCR_PlayerController m_PlayerController; protected ref array<vector> m_TargetPositions = { Vector(5145, 14.34, 4015) // Additional target positions here }; protected float m_LastTeleportTime; protected float m_TeleportCooldown = 10.0; // Cooldown period in seconds //------------------------------------------------------------------------------------ override void PerformAction(IEntity pOwnerEntity, IEntity pUserEntity) { m_PlayerController = SCR_PlayerController.Cast(pUserEntity); if (!m_PlayerController) { Print("TeleportAction: Failed to get player controller."); return; } if (m_TargetPositions.Count() == 0) { Print("TeleportAction: No target positions defined."); return; } if (GetGame().GetTime() < m_LastTeleportTime + m_TeleportCooldown) { Print("TeleportAction: Teleport on cooldown."); return; } int randomIndex = Math.Floor(Math.RandomFloat() * m_TargetPositions.Count()); vector targetPosition = m_TargetPositions.Get(randomIndex); m_PlayerController.SetPosition(targetPosition); m_LastTeleportTime = GetGame().GetTime(); } //-------------------------------------------------------------------------------------- override bool GetActionNameScript(out string outName) { outName = "Teleport"; return true; } }; maybe this second one would work better, however I'm just printing out C++ to show how i'd do it you might change for enforce as I havne't delved too much into it yet.
  14. I'm curious if there is a best practice format or anything when submitting feedback on reforger, OR when I get crashes and errors and how to describe what happened before I click send, if there are any key things the devs look for to help them better? It's the main reason I decided to move to reforger from Arma 3.
  15. it will eventually get much much better. If you have only played reforger go look at youtube videos of arma 3 rhs and such to see what it could be capable of.
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