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Trip Hazzard

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  1. UPDATE : I worked out one method at least. I'm not sure if this is the 'best' way to do it, but it seems to work... I watched the second Arma Reforger Modding Bootcamp video and that just happened to provide me with exactly what I needed to accomplish the task. I threw together this wee little script based on that bootcamp and it appears to do exactly what I wanted, setting the default fuel consumption to 1x rather than the normal default of 8x. It hasn't been tested much beyond a hasty check on a local listen server. I will test it more thoroughly on a dedicated server as soon as I can arrange for a restart. modded class ArmaReforgerScripted { override event void OnWorldPostProcess(World world) { super.OnWorldPostProcess(world); SCR_FuelConsumptionComponent.SetGlobalFuelConsumptionScale(1); } } Trip
  2. As per the title I'm trying to work out how to change the default for GlobalFuelConsumptionScale default to x1 rather than x8 I've identified the protected static float s_fGlobalFuelConsumptionScale = 8 in class SCR_FuelConsumptionComponent : ScriptGameComponent where the default value is currently set. I've also identified method SetGlobalFuelConsumptionScale(float globalFuelConsumptionScale, int playerThatChangedValue = -1) that is used to change the GlobalFuelConsumptionScale attribute. What I can't work out is how best to change the default value? Is it best to override the current default or call the SetGlobalFuelConsumptionScale() method somewhere to change the default when a game is started? If the former, do I need to replicate the entire SCR_FuelConsumptionComponent class in my override class or can I just override the attribute protected static float s_fGlobalFuelConsumptionScale = 1 ; If the latter, where would be best to call the method so that it resets the default value on when a new game starts? Trip
  3. Trip Hazzard

    How to change time of day in a mission?

    I think I worked out where I'm going wrong with this. Note : I am not trying to create multiple game modes in a scenario. What I am trying to do is override the default properties of any parent GameMode entity prefabs in an attempt to control time of day and weather in a scenario. By creating a version of an prefab in my mod I can override the default properties of any existing prefabs in the parent project, but what I can't do is override properties that are explicitly set in an instance of the prefab in the world. Below you can see the object hierarchy for a GameMode_Plain prefab. Starting at the bottom, the ArmaReforger project has two prefabs : GameMode_Base and GameMode_Plain so I assume there's some inheritance happening there from Base to Plain. My mod introduces a GameMode_Plain prefab that overrides the default properties of the prefabs in the ArmaReforger project. GameMode_Plain.et (TripHazzardWeatherandTOD) is where I add and set the default properties for the SCR_TimeAndWeatherHandlerComponent component. This component doesn't exist in either of the ArmaReforger GameMode prefabs. My prefab is then overridden by an entity instance. An entity instance is a version of the entity prefab that has been inserted ( instantiated ) in the world. An entity instance will use the default components and properties provided by the underlying prefab hierarchy unless it is configured to override them. In this case, the instance also includes its own SCR_TimeAndWeatherHandlerComponent component and it is configured to override the default properties set by any preceding member of the prefab hierarchy, which is why my mod isn't able to override the weather and time of day settings using this method. This approach worked well when I applied it to AI Skill and Perception in the SlotAI entity as all of the scenarios that I've used that with have largely or entirely used default settings for SlotAI instances ( as far as I can tell ). If I tried it with a scenario with a SlotAI instance that overrides its default properties, my mod would stop working for that instance. It seems fair to assume that GameMode entity instances are highly likely to be configured with some explicit properties and/or components. As such this approach will not work. I would have to investigate scripting instead to alter the GameMode Properties once the scenario had loaded, or use a loading screen like the one employed by NotSocrates in the Escapists scenario. As it happens, time of day and weather are only really significant for some scenarios that I play online with friends and so I can just use Gamemaster mode to change the settings if the scenario chooses values that we're not happy with. I will continue to investigate a scripted solution as an academic exercise but this solves my immediate problem. Trip
  4. Trip Hazzard

    How to change time of day in a mission?

    Great guide! What you've written makes sense when creating a custom mission, but what I am trying to do isn't working. Any thoughts you might have as to why that is would be gratefully received. I'm using Combat Ops Everon as an example, but I'm trying to create a small mod that will override the default weather settings for any scenario. I've created a mod called Trip Hazzard - Weather and TOD ( ID : 61A2D4DD2642F958 ) and included a modified GameMode_Plain entity ( class : SCR_BaseGame_Mode ) in to which I have added an SCR_TimeAndWeatherHandlerComponent. I then set the Starting Hours to 7am and ensured that Random Starting Daytime, Random Starting Weather and Allow Header Settings are all UNTICKED. For good measure I have done the same with the GameMode_Base entity and the GameModeSF entity. GameMode_Plain is the game mode entity used in the Coop_CombatOps_Eden world for the prefab named GameMode_CO_Eden ( class : SCR_BaseGame_Mode ). This entity is Enabled, has Starting Hours set to 12am, and Random Starting Daytime, Random Starting Weather and Allow Header Settings are all TICKED. The mission header for Combat Ops Everon ( 26_CombatOpsEveron.conf ) has Override Scenario Time and Weather ticked, Starting Hours set to 8am, and Random Starting Daytime and Random Starting Weather both ticked. Whenever I restart Combat Ops Everon the start time and weather are randomised. I've tried explicitly setting m_bRandomStartingDaytime 0, m_bRandomStartingWeather 0, and m_bAllowHeaderSettings 0 in all three entities to ensure that they are unticked, and I've tried both duplicating and overriding the entities in my mod, but regardless I can't get the mod to override the mission. I have succeeded with something similar using the AISlot entity. I created a small mod called Trip Hazzard - Trainer ( ID : 6142D78E2E0701F3 ) that only includes the AISlot entity with AI Skill set to Rookie and Perception Factor set to 50%. It works as a training aid for new players or anyone looking for a slightly more relaxed experienced. Testing with a Perception Factor of 0% indicates that it successfully overrides the default ArmaReforger AISlot entity for any unit in any scenario using default settings. Any thoughts as to what I'm missing here? Regards
  5. Trip Hazzard

    How to change time of day in a mission?

    Thanks! I'll take a look 👍
  6. Trip Hazzard

    How to change time of day in a mission?

    Alternatively @thy_ are you able to provide more details regarding how you implemented this fix?
  7. Trip Hazzard

    How to change time of day in a mission?

    @Blackheart_Six could you expand on how one might do this...? I'm pretty new to this but eager to learn :) Thanks Trip Hazzard
  8. Hi, Hope someone can help. I've just started ArmA and I have a problem with Beaten Dog (the first big mission). I've completed the sub-missions (sniping a convoy and destroying armour/stealing plans) and I'm now holding off an assault from the enemy. Everything goes swimmingly until I get told to pull out and board a 4x4 at which point every team member turns up and dutifully gets in the vehicle apart from number 9. We then sit there until get bored listening to a coversation something like this: 1: 9 get in the 4WD 9: Roger ...wait 10 seconds or so ... 9: Where are you? 1: [transmits coordinates] ...wait 10 seconds or so ... 9: Negative 4WD moves 5 yards and then stops 1: 9 get in the 4WD 9: Roger ...wait 10 seconds or so ... 9: Negative Go back to the top and start again. While this is providing me with plenty of time to contemplate the maening of life, the universe and everything it isn't leading to a rewarding gaming experience. Anyone else had this problem. Any idea where number 9 might be? In the mean time I'll be playing Rainbow Six: Vegas until the patch comes out.
  9. Trip Hazzard

    Yet another freezing problem!

    The only advice I can give--based on very recent personal experience--is to ensure all your drivers are up to date. I had freeze problems (with a different set-up) and in the end it came down to the fact that I hadn't updated my graphics drivers. I also have XP (Home rather than Pro). If you haven't already done it, give it a shot.
  10. Trip Hazzard

    Game freezes with SB Audigy

    Thanks for the update.
  11. Trip Hazzard

    Game freezes with SB Audigy

    I think I've fixed this issue. I didn't realise until recently that my machine shipped with Microsoft reference drivers for the GeForce 3 Ti 200. I updated to the latest Nvidia DetonatorXP drivers and, fingers-crossed, it seems to working now. I even managed to start Red Hammer, which wouldn't work at all before. Sorry if I wasted anyone's time. I usually check all my drivers thoroughly. In this case, as it's a brand new machine, I assumed the drivers that shipped with it would be up to date. Live and learn. Thanks to those that offered suggestions.
  12. Trip Hazzard

    Game freezes with SB Audigy

    I downloaded new creative XP drivers last week. I'll double-check they haven't added even newer ones tonight. I also just updated my Nvidia Detenator drivers as well (I didn't realise the machine came with older reference drivers), but I haven't had a chance to test that yet. I'm not sure it'll do any good as I'm not yet convinced that the problem lies with a conflict between the GeForce and Audigy cards. I read an article somewhere recently about APCI potentially causing problems when sharing IRQ, but again, I'm not sure if this is a problem. If it is, I doubt I'll do anything about it as it seems it'll require a complete overhaul of the system to disable the feature. Please keep those ideas coming. I'm open to suggestions right now.
  13. Trip Hazzard

    Game freezes with SB Audigy

    I'm just replying to this to kick back on to the first page of the forum again. Come on guys! Surely someone out there has some ideas about what might be causing this. I'm open to suggestions.
  14. Trip Hazzard

    Game freezes with SB Audigy

    Audigy Player. On another note, I've read a few bits and peices recently that suggest conflicts between Geforce video cards and SB Live!/Audigy sound cards. I'm not sure if this is the issue. My machine doesn't report any conflicts. I installed the Gold upgrade today and it froze on the autorun screen--the first time it's ever done that. It also froze when I tried to select the Red Hammer campaign. I'm going back to my Santa Cruz sound card until I can work out what the problem might be. I'm getting fed up with unplugging my machine so often.
  15. Trip Hazzard

    Game freezes with SB Audigy

    I should have pointed out in my original post that I have scoured the forums extensively over the last week and I have checked the Avonlady's FAQ. I appreciate the answer though--even if it was "it works OK on mine".
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