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kibaBG

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Everything posted by kibaBG

  1. Hi, any chance to make real location map images with L3DT? The "ultimate" PMC tutorial is so good and got it fully completed. But now I want to start making a map that represent some real region. I have tried other option (QGIS) and I cannot complete the tutorials for them, I need really noob friendly app like L3DT ...
  2. I am a big noob in map making, I followed the PMC's excellent guide to the end (https://pmc.editing.wiki/doku.php?id=arma3:terrain:ultimate-terrain-tutorial). The only problem is the roads are not showing in Buldozer ! I did install Buldozer Tools v 0.2 found on PMC site by just pasting it to "P:\scripts" and rewriting the files. Pressing 1 in Buldozer doesn't show any roads.
  3. Thank you guys, I mange to show the roads. Now to problem is to connect two roads together. I press Join in road properties it shows error : ""Please select two areas with overlapped vertices"
  4. Hi, I cannot make script work on dedicated. I spawn a boat and want to have the option to push it to the water. private _actionA = ["<t shadow='2' color='#f5f242'>PUSH</t>", { params ["_target", "_caller", "_actionId", "_arguments"]; _target setVelocity [(sin(direction _caller))*3, (cos(direction _caller))*3, 0]; },nil, 6, false, true,"", "true", 3,false,"",""]; [_boat, _actionA] remoteExec ["addAction",[0,-2] select isDedicated,_boat]; Works in eden but not on dedi. Similar script for unbuilding the boat is working ok in dedi. //works perfectlly on dedicated private _actionB = ["<t shadow='2' color='#f5f242'>UNBUILD</t>", { params ["_target", "_caller", "_actionId", "_arguments"]; deleteVehicle _target; },nil, 6, false, true,"","true", 3,false,"",""]; [_boat, _actionB] remoteExec ["addAction",[0,-2] select isDedicated,_boat];
  5. Works like a charm, cuts down even the biggest trees, thank you! if (!isServer) exitWith {}; private _list = nearestTerrainObjects [(leader lrpp), ["Tree","Bush","Small Tree","Hide"], 16, false, true]; {_x hideObjectGlobal true;} forEach _list;
  6. @TeTeT Our group is having a blast thanks to @Unsung mod! I made a little script to clear jungle from vegetation, so we can have helicopter landing zone. It works fine, only the biggest trees cannot be removed ... //ran from radio trigger, lrpp is the group's name { _x hideObjectGlobal true } foreach (nearestTerrainObjects [(leader lrpp),[], 15]); Is any way to remove the big trees?
  7. My intent is to call reinforcements depending on the number of alive units. I have the reinforcements scripts made as functions. The problem is everything is spawning at the mission start. //ifs.sqf ran from initServer.sqf if ((count allUnits) < 250) then { ["reinforcements_incoming"] call BIS_fnc_showNotification; call KIB_fnc_mehSqus; call KIB_fnc_specOps; }; if ((count allUnits) < 225) then { ["reinforcements_incoming"] call BIS_fnc_showNotification; call KIB_fnc_mehSqus; call KIB_fnc_specOps; }; if ((count allUnits) < 200) then { ["reinforcements_incoming"] call BIS_fnc_showNotification; call KIB_fnc_mehSqus; call KIB_fnc_specOps; }; if ((count allUnits) < 175) then { ["reinforcements_incoming"] call BIS_fnc_showNotification; call KIB_fnc_mehSqus; call KIB_fnc_specOps; }; if ((count allUnits) < 150) then { ["reinforcements_incoming"] call BIS_fnc_showNotification; call KIB_fnc_mehSqus; call KIB_fnc_specOps; }; if ((count allUnits) < 125) then { ["reinforcements_incoming"] call BIS_fnc_showNotification; call KIB_fnc_mehSqus; call KIB_fnc_specOps; }; if ((count allUnits) < 100) then { ["reinforcements_incoming"] call BIS_fnc_showNotification; call KIB_fnc_mehSqus; call KIB_fnc_specOps; }; if ((count allUnits) < 75) then { ["reinforcements_incoming"] call BIS_fnc_showNotification; call KIB_fnc_mehSqus; call KIB_fnc_specOps; }; if ((count allUnits) < 50) then { ["reinforcements_incoming"] call BIS_fnc_showNotification; call KIB_fnc_mehSqus; call KIB_fnc_specOps; }; if ((count allUnits) < 25) then { ["reinforcements_incoming"] call BIS_fnc_showNotification; call KIB_fnc_mehSqus; call KIB_fnc_specOps; }; Looks like every if statement is TRUE so everything spawns, maybe ( 225 < (count allUnits) < 250) ? And one additional question, can I call a function two times if I need more reinforcements? call KIB_fnc_mehSqus; call KIB_fnc_mehSqus;
  8. So IF statement needs a loop after all, I thought it checks the condition by itself. 250 units are no problem with dedicated and one headless, 100 of them are garrisoned with dynamic simulation enabled, etc, we play with 60 fps most of the time.
  9. @TeTeT Unsung is the single best mod for A3 in my humble opinion. The only problem I have with it is it lacks documentation for its framework - how to use the supports module for example.
  10. @pierremgi Unfortunately I cannot make your code work ... I am trying to add cool time to radio trigger.
  11. Unfortunately, as our last mission showed, no reinforcements were spawned this way ...
  12. @Larrow Dedicated server helicopter transport (virtual) requester got broken, the helicopter comes but when you enter there is no option for showing where you want to be transported. Paradrop (virtual) is ok and works fine.
  13. I am so dumb I just have to add sleep so it counts the units after they spawn. And I made the condition like this sleep 30; if ((250 < (count allUnits)) && ((count allUnits) < 275)) then { ["reinforcements_incoming"] call BIS_fnc_showNotification; call KIB_fnc_mehSqus; call KIB_fnc_specOps; }; Thanks for the fast respond.
  14. US Carrier with CUP has this strangest "hitbox" when hosted on dedicated. If infantry walks into it gets glitched but aircrafts fly fine trough. What is this anyway?
  15. @mrcurry Sorry, I made a mistake, its "_reinfGRP" in my script, somehow the underscore got deleted. I tested the script without the event handler and you are right, it does nothing, the group behaves as they should without it. I measure performance by looking the Steam fps indicator in-game when I run the script, I don't know any other way to measure it ... My main issue was if using "spawn" will be more expensive than "execVM" but I tested in dedicated server and there I don't see any difference in fps counter.
  16. Hi, I have a friend who is trying to make good performance map. He is using a program called Game Realistic Maps to auto generate the map objects. The problem is the forest regions are very dense and fps get really bad. Any tips how to make forest with less trees or boost fps? Sorry if I write in the wrong section, I mostly make mission and write there.
  17. The problem is very strange ... I am trying to script so defenders of a building use a flare to "call reinforcements" (spawn reinforcements) at some distance and then send then against the attacking players. _garrGRPA = [(position structA), independent, ["rhsgref_cdf_reg_squadleader","rhsgref_cdf_reg_machinegunner","rhsgref_cdf_reg_grenadier_rpg","rhsgref_cdf_reg_marksman","rhsgref_cdf_reg_specialist_aa"]] call BIS_fnc_spawnGroup; [_garrGRPA, (position structA)] call BIS_fnc_taskDefend; {_x linkItem "rhs_1PN138"; _x setUnitPos "UP"; _x disableAI "PATH";} forEach units _garrGRPA; (leader _garrGRPA) addWeaponGlobal "rhs_weap_rsp30_green"; _garrGRPA addEventHandler ["EnemyDetected", { (leader _garrGRPA) forceWeaponFire ["rhs_weap_rsp30_green", "Single"]; _sposReinfGRPA = [(position structA), 100, 300] call BIS_fnc_findSafePos; _reinfGRPA = [_sposReinfGRPA, independent, (configfile >> "CfgGroups" >> "Indep" >> "rhsgref_faction_cdf_ground" >> "rhsgref_group_cdf_para_infantry" >> "rhsgref_group_cdf_para_infantry_squad")] call BIS_fnc_spawnGroup; _reinfGRPA deleteGroupWhenEmpty true; }]; First problem is Sl of defenders don't fire the flare straight up, second problem is the event handler fires multiple times with no end spawning so many groups the mission becomes unplayable. My intent is to spawn only one wave of reinforcements, not whole China.
  18. Tested couple of times with the right syntax, only two flares and one group are spawned. I have the feeling it takes some time to spawn the group and then remove the event handler and by that time it spawns one additional flare ...
  19. Splendid work, I didn't know you can remove event handlers (not just add ). Now only one reinforcements group spawns. _garrGRPB addEventHandler ["EnemyDetected", { params ["_group", "_newTarget"]; _flarePos = [(position structB), random 100, random 360] call BIS_fnc_relPos; _flare = createVehicle ['F_20mm_Red', _flarePos, [], 0, 'NONE']; _flare setPosATL [getPosATL _flare select 0, getPosATL _flare select 1, 150 + (random 75)]; _flare setVelocity [0,0,-0.1]; _sposReinfGRPB = [(position structB), 200, 400] call BIS_fnc_findSafePos; _reinfGRPB = [_sposReinfGRPD, independent, (configfile >> 'CfgGroups' >> 'Indep' >> 'rhsgref_faction_cdf_ground' >> 'rhsgref_group_cdf_para_infantry' >> 'rhsgref_group_cdf_para_infantry_squad')] call BIS_fnc_spawnGroup; _reinfGRPB deleteGroupWhenEmpty true; _reinfGRPB allowFleeing 0; _reinfGRPB setCombatMode 'RED'; _stalking = [_reinfGRPD, ghost] spawn BIS_fnc_stalk; _garrGRPB removeEventHandler [_thisEvent, _thisEventHandler]; }]; The only problem now it spawns multiple flares without end.
  20. I am trying to create a custom crate paradrop at heli transport waypoint. Crate is made with parachute, but the problem is it just stays at the altitude the crate is detached from the vehicle. _wp1 = transportGRP addWaypoint [(position (leader ghost)), 30]; _wp1 setWaypointType "MOVE"; [transportGRP, 1] setWaypointBehaviour "CARELESS"; [transportGRP, 1] setWaypointStatements ["true", " _acrate = 'Land_WoodenCrate_01_F' createVehicle [5123.63,4869.14,0]; _acrate addMagazineCargoGlobal ['rhs_30Rnd_545x39_AK_plum_green', 10]; _acrate addMagazineCargoGlobal ['rhssaf_mag_brd_m83_green', 2]; _acrate addMagazineCargoGlobal ['rhs_mag_rgd5', 10]; _acrate addMagazineCargoGlobal ['rhs_30Rnd_762x39mm_polymer_tracer', 10]; _acrate addMagazineCargoGlobal ['rhs_45Rnd_545X39_AK_Green', 20]; _acrate addMagazineCargoGlobal ['rhs_VOG25', 10]; _acrate addMagazineCargoGlobal ['rhs_10Rnd_762x54mmR_7N14', 10]; _acrate addMagazineCargoGlobal ['ACE_10Rnd_762x54_Tracer_mag', 10]; _acrate addMagazineCargoGlobal ['rhs_20rnd_9x39mm_SP6', 10]; _acrate addMagazineCargoGlobal ['rhs_5Rnd_338lapua_t5000', 10]; _acrate addBackpackCargoGlobal ['B_Kitbag_rgr', 3]; _acrate addItemCargoGlobal ['ACE_salineIV_500', 10]; _acrate addItemCargoGlobal ['ACE_personalAidKit', 2]; _acrate attachTo [(objectParent (leader transportGRP)),[0,0,-1]]; detach _acrate; _chute = 'B_Parachute_02_F' createVehicle position _acrate; _chute attachTo [_acrate, [0,0,1]]; "]; How to make so the crate falls down to ground?
  21. Obviously I am blind because I didn't see you named the helicopter ... I tested it again and everything worked fine (and looks fine too), thank you! If anyone uses the script make sure the helicopter speed is around 100 km/h or less, otherwise the crate can go under the ground.
  22. I tried to use it on first waypoint, but nothing spawns ... _wp1 = transportGRPus addWaypoint [(position (leader alpha)), 0]; _wp1 setWaypointType "MOVE"; [transportGRPus, 1] setWaypointBehaviour "CARELESS"; [transportGRPru, 1] setWaypointStatements ["true", " nul = [] spawn { _acrate = 'Land_WoodenCrate_01_F' createVehicle [0,0,0]; _acrate setPos (getPosATL heli1 vectorAdd [0,-5,0]); sleep 3; _chute = createVehicle ['O_Parachute_02_F', [0,0,500], [], 0, 'FLY']; _chute setPosATL (getPosATL _acrate vectorAdd [0,0,1]); _acrate attachTo [_chute, [0,0,-0.2]]; }; "];
  23. @Grumpy Old Man Is there a possibility to find flat terrains using BIS_fnc_randomPos, not BIS_fnc_findSafePos, because I want to find flat place in a forest and clear it from trees (for some forest camps :))?
  24. Because _acrate = 'Land_WoodenCrate_01_F' createVehicle [5123.63,4869.14,0]; Its created elsewhere and then is attached to heli. I want it to start falling from the heli not just above the player.
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