Jump to content

Undeceived

Member
  • Content Count

    1941
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by Undeceived

  1. Congratulations and good luck, guys! 👍
  2. Amazing update, guys, thanks a lot for your effort. Looking forward to see you reaching your final goal! And I LOVE to see the tractor back! 😄 😄
  3. Undeceived

    Emitter 3Ditor

    Coming back from an Arma break I noticed that h- finally released this. 🙌 Congratulations! I had the honor to help h- with a bit of beta testing and immediately noticed that this tool (I should rather say "machine") simply has endless possibilites when it comes to particles and light stuff. Things like creating smoke leaving a small soda can is just one of the simplest possible ideas but it works just like you'd expect it. And oh, don't underestimate it - this wouldn't work at all without having to make innumerous changes in innumerous scripts - this tool on the other hand makes it super easy. This is not about a smoke grenade placed under a can - we're talking about a heavily edited (tiny) wisp of smoke, precisely acurate positioned and attached at the right millimeter of the can in a matter of minutes. Just imagine how much work you'd save for big and complex ideas. And such crazy things (my creativity almost ends at the soda can 😁) are absolutely possible with the tool. Fear not, h- has put big effort in the documentation (I especially loved the cool 3DEN tutorials). Just by explaining the basics of the tool, you'll find yourself messing around, having new ideas, things that you never thought they would be possible or even exist - it's all there when you take a closer look at it and you'll love it. And everything, every step, tweak, change is immediately shown due to the awesome WYSIWYG execution. Knowing how much h- literally racked his brain on this, wanting to give up so many times, I really am happy that he went through with it and didn't stop. Congratulations again, h- and thanks for your really hard work!
  4. Hi guys, I want to prevent the player from removing equipment while he's in an inventory dialogue. This normally is done by pressing the right mouse button over an inventory object or by dragging it to the left side. Exactly this is what I want to prevent. It might sound a bit irrational , but I want the player only to be able to check/see the equipment of another unit, not to change it. Any ideas are welcome. Thank you!
  5. Thanks a lot, 7erra! I didn't have problems with the setUnitLoadout on AI. I added the EHs not to the player but to AI units and I "tell" them to open their inventory for me. After closing it, I could access it again and the original loadout was there. What I added myself to the InventoryClosed-EH is the deletion of dropped containers (uniform, vest or backpack) on the ground. _invOpenEH = this addEventHandler ["InventoryOpened",{ params ["_unit", "_container"]; _backpackUnit = allUnits select {backpackContainer _x == _container} select 0; { _x setVariable ["_unitLoadout",getUnitLoadout _x]; } forEach [_unit,_backpackUnit]; }]; _invCloseEH = this addEventHandler ["InventoryClosed", { params ["_unit", "_container"]; _backpackUnit = allUnits select {backpackContainer _x == _container} select 0; { _setLoadout = _x getVariable ["_unitLoadout",getUnitLoadout _x]; _x setUnitLoadout _setLoadout; } forEach [_unit,_backpackUnit]; {deleteVehicle _x; } forEach nearestObjects [getpos _unit,["WeaponHolder","GroundWeaponHolder"],4]; }]; this setVariable ["_invOpenEH",_invOpenEH]; this setVariable ["_invCloseEH",_invCloseEH]; I might use both of your approaches in combination (to indicate even more that the inventory can't be manipulated). I have a further question on the first one though. Is it possible to exclude the player (and/or other desired units) from this mouse button restriction? I only want to apply this to the inventory screen of certain units, but the player has to be able to change his gear as always.
  6. And here it is! Congratulations and good job, EO.
  7. 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?
  8. 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.
  9. Undeceived

    Rosche, Germany

    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.
  10. Undeceived

    Rosche, Germany

    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.
  11. Undeceived

    Rosche, Germany

    Congratulations on the release. This looks amazing!
  12. Undeceived

    Max Melee Weapons

    Awesome, Maxjoiner. Great job so far.
  13. 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.
  14. 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.
  15. Undeceived

    Lack of good usermade SP content

    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...)
  16. Undeceived

    Lack of good usermade SP content

    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.
  17. Man, your scripting ideas are awesome!
  18. Undeceived

    Too Young To Die Campaign release

    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!
  19. Undeceived

    Contact

    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
  20. Hi guys, I would like to "collect" the items, weapons, magazines and backpacks that the player has put on the ground inside a certain trigger and put then into a crate. Is there a way to detect this stuff and create an array out of it. The relatively new command inAreaArray looked promising at first but unfortunately it doesn't recognize items, weapons and magazines (I couldn't do it at least). Does anyone know more? Thanks a lot!
  21. Undeceived

    AI convoy. Best practices?

    I can confirm that. I use the script and it does a good job.
  22. 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);
  23. 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.
×