weedomatic
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Helicopter Interaction
weedomatic replied to osmo's topic in TAKE ON HELICOPTERS : MISSIONS - Editing & Scripting
Check the Heli4Hire repository: https://github.com/.../OSMO_interaction -
Helicopter Service
weedomatic replied to osmo's topic in TAKE ON HELICOPTERS : MISSIONS - Editing & Scripting
The beta7 version (the last one?) is included in this mission (first link, non-Hind version), just de-pbo and grab the OSMO_service folder. -
Trying to launch game
weedomatic replied to zad fnark's topic in TAKE ON HELICOPTERS - TROUBLESHOOTING
I suppose you have A2/OA w/o mods installed as well, since CBA should not be in the TOH 'vanilla' version. How -- i.e. with which .exe -- are you starting TOH? -
Artificial Intelligence Design in Arma 3
weedomatic replied to StaticDET5's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Nevermind @ farming-FSM -- I don't think we'll see Stavros' family milking cows anytime soon. Which reminds me that I do miss my tractor ... a J. Deer 2035, with funky daylight LED's, autonomous GPS-cropping and 60mm mortar for pesticide-smoke-rounds. Good luck with your computer and FSM'ing. -
Need help with the Editor Mode
weedomatic replied to Rafael_Schug's topic in TAKE ON HELICOPTERS - QUESTIONS & ANSWERS
In unit-selection dialogue (F1) select Empty from the drop-down menu. The Class drop-down now lets you select four different H-pads (civi, army, ...). Make sure to place your player/playable unit first, else the Empty-category will not show up. Another option: https://community.bistudio.com/wiki/Heliport. -
Defining your own universe, i.e. "making up things", puts you at a major advantage with regard to critique: You defined the universe, you control it, you've made and will adjust the laws ... to your likings. From a developers' standpoint, rationally, this is a good move. From an at-the-end-of-day perspective, rational or not, I doubt it worked out the ideal way they had in mind. Then again, even though I suffer severe pains from the alternate world setting/feeling in A3 (whoever mentioned this in this thread: great circumscription, aggreed), I do hope this experience teaches a lesson ... for A4? :(
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Artificial Intelligence Design in Arma 3
weedomatic replied to StaticDET5's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Static, don't quote me on this one, but AFAIR I got the editor from the BIS Tools ... the version I am working with is FSMEditor Version 1.2.1 (from 2005, the about-info says). I have been hording tools since OFP, so I might be wrong. And, yes, the FSM, in this case, is a structured, human readable file. Furthermore, if it's "only" zomboid behaviour, you might want to check zombie.fsm or zombie-agent and/or e.g. open dayz as keywords in a search engine of your choice. Basically, it's a ping-pong of conditions saturated or not: is a human player near? no, wait, do something else, something else happened, no?, go back and check if human player is near, no?, ok loiter, despawn, random wait, etc. ---------- Post added at 12:20 ---------- Previous post was at 12:11 ---------- It won't really help you, and apologies for kidnapping this shortly: Since I did not play the campaign, are there civilians doing (ambient) farming tasks? There's some .fsm in the module_f (?) .pbo implementing behaviour for civilians to look for nearby animals ... an do things to them. :chef: -
Artificial Intelligence Design in Arma 3
weedomatic replied to StaticDET5's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Edit: (Nevermind. ) I was a bit too optimistic about it, there indeed is less than I had in mind... or wished. ;) The module .pbo's also have some scripts and FSM related to AI behaviour -- but as InstaGoat already pointed out, don't expect an FSM competing with Watson. -
Artificial Intelligence Design in Arma 3
weedomatic replied to StaticDET5's topic in ARMA 3 - MISSION EDITING & SCRIPTING
'Can be done via a combination of scripts and finite state machines (FSM @ BIS wiki). A lot of examples, both scripts and .fsms can be found within A3 per se, e.g. in addons/functions_f.pbo. The FSM's, theoretically and practically, can be replaced by a myriad of control structures in scripts. FSM Editor is available (BIS Tools; AFAIR) -- should be easy to find (check wiki). -
[SP/MP] Dynamic Whole Map ArmA3 Missions by SaOk
weedomatic replied to SaOk's topic in ARMA 3 - USER MISSIONS
Enjoying your work so far and can't wait to try out the new version in a few. Keep up the good work, and thanks from me and some (many?!) others! -
Thanks for the addon, Antorugby. Is it just me, or is 'your' "Ficus 1" different from the default "Ficus 1" (used for default cluttering)? It's the same plant, however, the original clutter-version is smaller with less branches. Actually, your "Ficus 1" could be the ArmA-clutter-Ficus 1, but half the size -- implicating another question: can they be resized in the config? BR Cat Edit: Oddly and by the way: both use b_FicusC1s_F.p3d :confused:
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Error do: Type switch, expected code
weedomatic replied to Tankbuster's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You de facto seem to be missing the code block (enlosed by {}) for the control structure: Cf. switch-statement @ wiki. -
Suboptimal sub-forum, however, this should give you food for thoughts and programming wrt. your task: - http://www.flashpoint1985.com/cgi-bin....=68039; - http://www.flashpoint1985.com/cgi-bin....=69545; - http://www.flashpoint1985.com/cgi-bin....=65603; - http://www.flashpoint1985.com/cgi-bin....=65095; - http://www.flashpoint1985.com/cgi-bin....=64091; - http://www.flashpoint1985.com/cgi-bin....=62944;
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CfgGroups, combining custom and default units
weedomatic replied to BilOlson's topic in ARMA : CONFIGS AND SCRIPTING (addons)
Not trying not nitpick, but I do believe it matters. Put the CfgGroups-block above CfgVehicles and you get the invisible-units-but-group-lines-visible effect. -
CfgGroups, combining custom and default units
weedomatic replied to BilOlson's topic in ARMA : CONFIGS AND SCRIPTING (addons)
Bil defined a CfgGroup containing custom units before he defined the custom (CfgVehicles) units per se in the code. Since the file is read sequentially, this was the issue. The standard BIS didn't cause the trouble, because the units are already present before the addon-cpp is read. Edit: spello