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Everything posted by Undeceived
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And here it is! Congratulations and good job, EO.
- 143 replies
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- retextured
- vanilla
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Disable mouse buttons (restrict inventory manipulation)
Undeceived replied to Undeceived's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Wow, 7erra, this is pretty far reaching! Problem 2 isn't that bad as the unit's gear is shown on the right-hand side of the inventory UI too (where the item lists in the uniform, vest and backpack sections normally aren't that long). Problem 1 is a real problem though. It kinda makes the other mouse restrictions useless. In the meanwhile I found out that the objects/items in an unit's inventory are locked / deactivated when the unit is not simulated. So far I used AI_unit action ["Gear", AI_unit]; to show the inventory menu with the unit's (AI) gear. The unit performs that inventory animation and its gear is shown. This however doesn't work when the simulation of the unit is off. No animation played, no inventory UI. Now, I could also use player action ["Gear", AI_unit]; but this would show the player's gear in the right-hand side of the UI and the unit's stuff only on the left-hand side. But I want to see the unit's gear on the right-hand side no matter what. So, is there a way to immediately open up an non simulated unit's inventory - apart from the "Gear" action? -
cutscene with camera moving over still pictures
Undeceived replied to johnnyboy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I used the custom texture objects. 100 meters over the ground/sea, darkest of darkest nights, no moon and then a light source to illuminate them. Or do you mean those intro cutscenes of the newer BI campaigns / SP mission? I'm not sure what exactly that is because there are also moving elements like tracers or smoke.- 1 reply
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Schmalfelden... @jeza, I had almost overcome the pain of not seeing this in A2 and A3 and now you have reopened the wounds. No, Rosche is amazing, even though it reminds me a bit more of Celle.
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Ok, I went on a drive for half an hour in the dawn and wow... This terrain is fantastic. I really love the lighting. Two things I noticed: There are no environment sounds. These are definitely still needed but then the terrain would be pure magic. And secondly, the town signs look odd. Ok - I'm from Rhineland-Palatinate and never went to this region (Hamburg only) but AFAIK the signs are nationwide consistently. GREAT JOB! And... @silola's tool is simply ingenious.
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Congratulations on the release. This looks amazing!
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[RELEASED] Northern Fronts - Scandinavia in WW2
Undeceived replied to sokolonko's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Wow, congratulations on the release, guys! Hello h-! -
Awesome, Maxjoiner. Great job so far.
- 43 replies
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- maxjoiner
- melee weapons
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[RELEASED] Northern Fronts - Scandinavia in WW2
Undeceived replied to sokolonko's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Hmmm, I give up. Spent an hour analyzing the picture, no dice. Noticed the 8 guys that could represent DDMMYYYY in some form; noticed the pic name (8bit.png), converted it to 8 bit; looked at it from all angles ---- nothing. But I love this kind of riddles! Anyway - looking forward to the release, whenever it will be. -
A2C - Arma 2 Cutscene Animations in Arma 3
Undeceived replied to IndeedPete's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Great news, @.kju! From my point of view I'm totally looking forward to it (in whatever release form). Yeah, just give me a shout if you have questions, even though I doubt I will be able to help you much as I don't even know anymore what I did there to expand IP's work. -
THIS!! This is what I ALWAYS do, as I perfectly know that mission designers get almost no feedback. And knowing how a negative rating can hurt (given that only a few people rate) sometimes I give the creator feedback while I do NOT rate the mission down. Instead I tell him that he will get a thumb up from me if he improves the respective part of the mission. (Oops, sry for the double post...)
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The suggestion that @lexx brought up is good and we really could use a bit of support by BIS when it comes to rating and giving feedback to mission designers. What I really miss though (and unfortunately I don't have the needed time for it) is a good web page that reviews scenarios. I loved e.g. the OFPEC.com times because you could find quality stuff there - no matter if it was campaigns or single missions. The reviews were detailed and extensive, showing up pros, cons and special details. Yes, it took the rewiever a lot of time but the value for the players and the community was enormous.
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Last Tango in Tanoa - Episode 1: Missing Person [SP]
Undeceived replied to johnnyboy's topic in ARMA 3 - USER MISSIONS
Man, your scripting ideas are awesome!- 84 replies
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- 5 stars on steam
- jboy dog
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I remembered this campaign today again. Actually I didn't remember its name but only the name of the protagonist, Alex Rico. After googling him I came here. I can't remember any of the missions after all these years, but I remember that cutscene where Alex drives the motor bike. Must have been the intro (?). What I also remember is that I had a ton of fun with the campaign. After all these years THANK YOU @nettrucker and @TOY!
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Nice, haleks! Gonna try this out too. Btw. when I look at the first picture in the first post I always see the (resistance) player symbol in the editor. :-D Can't help it - should close Arma more often..... :-D
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AI convoy. Best practices?
Undeceived replied to Tankbuster's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I can confirm that. I use the script and it does a good job. -
Copy items, weapons + attachments, magazines and content of subcontainers inside a trigger area
Undeceived replied to Undeceived's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Sorry for the double post: bad benson's result array brought up a last question: There's a way to remove the brackets so that the array looks like this, isn't it? ["hgun_P07_F","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","FirstAidKit","B_AssaultPack_rgr_LAT"] Nevermind, I messed something up while writing the post above. bad benson's array result looks like this: [["hgun_P07_F"],["30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag"],["FirstAidKit"],["B_AssaultPack_rgr_LAT"]] I checked it and for the achievement of my ultimate goal (fill the stuff into a crate) it's not needed to have all weapons+mags+items+backpacks in one array altogether. This will put the output of bad benson's code into a container: {crate addWeaponCargoGlobal [_x,1]; } forEach (_stuff select 0); {crate addMagazineCargoGlobal [_x,1]; } forEach (_stuff select 1); {crate addItemCargoGlobal [_x,1]; } forEach (_stuff select 2); {crate addBackpackCargoGlobal [_x,1]; } forEach (_stuff select 3); -
Copy items, weapons + attachments, magazines and content of subcontainers inside a trigger area
Undeceived replied to Undeceived's topic in ARMA 3 - MISSION EDITING & SCRIPTING
bad benson, yeah, that did the trick. Many thanks, man! To summarize the thread for mission designers that might have the same question: With this code you can create an array with items, magazines, weapons and backpacks that are laying on the ground in a trigger area: //Code by bad benson with elements of Schatten's function: _trigger = trigger_0; _stuff = [[],[],[],[]]; _objs = (nearestObjects [_trigger, ["WeaponHolder", "WeaponHolderSimulated"], selectMax ((triggerArea _trigger) select [0, 2])]) select {_x inArea _trigger}; _objs inAreaArray _trigger apply { (_stuff select 0) append (weaponCargo _x); (_stuff select 1) append (magazineCargo _x); (_stuff select 2) append (itemCargo _x); (_stuff select 3) append (backpackCargo _x); }; To show the array: hint str (_stuff); @bad benson's code creates an array with classname strings for each individual item. E.g.: [["hgun_P07_F"],["30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag"],["FirstAidKit"],["B_AssaultPack_rgr_LAT"]] If you need an array that looks like this: [[["hgun_P07_F",1]],[["30Rnd_65x39_caseless_mag",3]],[["FirstAidKit",1]],[["B_AssaultPack_rgr_LAT",1]]] then you can use @Schatten's function: SCH_fnc_getStuffInsideTrigger = { private _allStuff = [ [], [], [], [] ]; params [ ["_trigger", objNull, [objNull]] ]; if ((isNull _trigger) or {(typeOf _trigger) != "EmptyDetector"}) exitWith {_allStuff}; private ["_className", "_classNames", "_index", "_quantities", "_quantity", "_stuff", "_stuffOfType", "_weaponHolder", "_weaponHolders"]; _weaponHolders = (nearestObjects [_trigger, ["WeaponHolder", "WeaponHolderSimulated"], selectMax ((triggerArea _trigger) select [0, 2])]) select {_x inArea _trigger}; { _weaponHolder = _x; { _classNames = _x select 0; _quantities = _x select 1; _stuffOfType = _allStuff select _forEachIndex; { _className = _x; _quantity = _quantities select _forEachIndex; _index = _stuffOfType findIf {(_x select 0) == _className}; if (_index >= 0) then { _stuff = _stuffOfType select _index; _stuff set [1, (_stuff select 1) + _quantity]; } else { _stuffOfType pushBack [_className, _quantity]; }; } forEach _classNames; } forEach [ getWeaponCargo _weaponHolder, getMagazineCargo _weaponHolder, getItemCargo _weaponHolder, getBackpackCargo _weaponHolder ]; } forEach _weaponHolders; _allStuff }; Show the result / call the function with: hint (str ([trigger_0] call SCH_fnc_getStuffInsideTrigger)); Many thanks to you both, guys. -
Copy items, weapons + attachments, magazines and content of subcontainers inside a trigger area
Undeceived replied to Undeceived's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@bad benson Cool, thanks for the addition / change. When using this, the code worked: _trigger = myCollectorTrigger; _stuff = [[],[],[],[]]; _objs = (nearestObjects [_trigger, ["All"], selectMax ((triggerArea _trigger) select [0, 2])]) select {_x inArea _trigger}; //taken from Schatten's code _objs inAreaArray _trigger apply { (_stuff select 0) append (weaponCargo _x); (_stuff select 1) append (magazineCargo _x); (_stuff select 2) append (itemCargo _x); (_stuff select 3) append (backpackCargo _x); }; The only problem left now is that all stuff that the units in the trigger have (and also the stuff that is in vehicles) is also added to the arrays. Is there a way to exclude everything so that only the stuff on the ground is collected? EDIT: Btw. this is what I need: One individual string for every item. -
Copy items, weapons + attachments, magazines and content of subcontainers inside a trigger area
Undeceived replied to Undeceived's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks badbenson, I tried out this code but unfortunately the vehicles thing didn't work, so _stuff didn't have anything. As it seems to me, there are no vehicles in the trigger (I dropped an item, a mag and a rifle). Your explanations after this code were too much for my brain - couldn't understand it - sorry. EDIT: _objs = vehicles select {_x isKindOf "Car"}; worked when I placed a quad. But searching for the weaponholders didn't work. -
I'd like to come back to the search restriction "Wait 255235235 seconds until you can search again." Could you please remove that, BI? That would be much appreciated.
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Nice!! I assume @moricky will be pleased to see this in A3.
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- eagle wing
- helicopter
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@johnnyboy needs this for Dr. Sanjay!
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Check if player looks inside a 3D trigger
Undeceived replied to Undeceived's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Great idea, @POLPOX. I used the 25 cm sphere, set its texture to #(argb,8,8,3)color(0.898039,0.403922,0.133333,0.000000,ca) (invisible), changed the code for the addAction and it works great now. The only disadvantage is that when looking at it, there appears the name "Geometry sphere" on the screen, but it's not a big deal. Thanks a lot! -
Check if player looks inside a 3D trigger
Undeceived posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello guys. The problem: I have an addAction on an object ("Take object"), which appears when the player looks at it (means when the center of the screen is on the object - I think it's the same as cursorObject or cursorTarget). This normally works fine but I noticed that in some cases it doesn't. The action appears when the player looks somewhere under or beside the object (I'm using a leaflet) but not when he looks right AT it. I think this is related to the fact that the leaflet is placed on the ground of a shed which I placed in the editor. On the ground itself (outside) it works ok. Because of this problem I fear that the player would look at the object but go on because the action doesn't appear. ThereforeI want to expand the area on which the player can look to activate the action. And what else could be better than a 3D trigger. Now, is there a way to check if the player is looking into the dimensions of this trigger cube? Any input (other ideas too) is appreciated, thanks.