bobby budnick
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Everything posted by bobby budnick
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Populate/garrison buildings without any mods?
bobby budnick posted a topic in ARMA 3 - QUESTIONS & ANSWERS
I was hoping to keep mods to a minimum and find a way to populate buildings with people or order a group to garrison a building. When using the bases in the sites module, one of the options is to adjust the probability of units spawning in a building. All units spawn outdoors and do not move unfortunately. When ordering groups around, there are several waypoint options that look relevant. When dismissing units they do not go inside buildings and when using other waypoints like "sentry" or "guard" they also do not seem to go indoors. I could envision a script that searches for structures in an area and adds units to the structure but I thought there might be a built in way to do the same thing? -
How to change the viewpoint while turned out?
bobby budnick posted a topic in ARMA 3 - QUESTIONS & ANSWERS
I asked a question like this a few years ago and came to the answer myself then: So we can see that this used to work. Unfortunately on the current vehicle I am working with the turn out position is ALWAYS on the ground. I have tried the positions of "commanderview", "gunnerview", "driverview", and "usti hlavne" to the memoryPointGunnerOutOptics and the viewpoint is still on the ground. Trying to change the driver viewpoint also always results in the camera being on the ground. What can I do to raise the viewpoint off the ground? -
I am trying to auto center a turret on a mech-like vehicle to make it easier to move around. The stabilization options in the vehicle config used to do this when the vehicle was moving more than 10 kph. Now that no longer works. Turning out would be a good option to keep the turret centered but I am having trouble with that too. See my other thread. Is there a script or config option to make this work?
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Solution for vehicles that flip or cartwheel high in the air when colliding?
bobby budnick posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I have several addon vehicles that tend to flip or cartwheel around high in the air when colliding with something sometimes. Is the vehicle weight possibly too light? Or is the suspension suspect? -
Allow a large vehicle to knock over/destroy all objects in it's way?
bobby budnick posted a topic in ARMA 3 - QUESTIONS & ANSWERS
Trying to find a solution to this I have resorted to using a script to hideObject all the obstacles in my path. But I am having to do it out to a large distance around me because it takes time for the object collision to be removed. Is there a better way to do this? -
Allow a large vehicle to knock over/destroy all objects in it's way?
bobby budnick replied to bobby budnick's topic in ARMA 3 - QUESTIONS & ANSWERS
That's probably not going to work. It looks fancy though. Some of the trees on Tanoa are being visually removed long before their collision is removed. Thus I have to scan a large distance around me to ensure their collision is being removed before I reach them. This makes me a walking target. I have partially compensated for this by using IR optics more, bringing along AI, and upgrading the vehicle config. I can't just scan in front either. If I decide to change course then there will not be enough time to remove the collision model. I am piloting a Mecha-type vehicle. In Mecha land, trees are not the obstacles they are in this game. It doesn't help that the Mech tends to flip and bounce around and take damage when it collides with something, which is another problem entirely. -
Allow a large vehicle to knock over/destroy all objects in it's way?
bobby budnick replied to bobby budnick's topic in ARMA 3 - QUESTIONS & ANSWERS
Thanks for the reply. Unfortunately onEachFrame did not help. Certain deep jungle trees on Tanoa require around a 75 meter deletion range. If I reduce the range to 50 I will start bumping into invisible trees. Is there any other workaround? edit: Thanks for the second reply. I was hoping to avoid the collisions entirely. -
I have already tried this with no luck: BIS_DeathBlur ppEffectAdjust [0.0]; BIS_DeathBlur ppEffectCommit 0.0; Is there maybe another effect being used when underwater or does this need to be applied in a different way?
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Remove blur effect when underwater?
bobby budnick replied to bobby budnick's topic in ARMA 3 - QUESTIONS & ANSWERS
Thanks for the tip about the diving goggles. It even removes the blur when in an underwater vehicle. -
Arma 3 crashes randomly with a BEX error on a fairly new PC. Version 1.62. Most of the time it crashes upon loading a mission but sometimes crashes during the mission. Crashing seems to increase when I increase the view distance. I have already tried deleting the arma configs. I am using a single vehicle mod. This is with a i7 6700k, 16GB RAM and a R9 390X. There is no built in way to post a minidump here so I guess that is out. What troubleshooting steps should I take?
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Arma 3 crashes randomly with BEX error
bobby budnick replied to bobby budnick's topic in ARMA 3 - TROUBLESHOOTING
Arma is vastly more stable when removing all custom allocator DLLs from the DLL folder. I have not had a crash yet that I did not directly cause. -
3d object in dialog fails to appear - no errors - where did I go wrong?
bobby budnick posted a topic in ARMA 3 - QUESTIONS & ANSWERS
There is no appearance of the object at all in types 80-83. The alternative object specified does not appear either. This is my code: class RscTitles { class MY_TORSO_INDICATOR { idd = -1; movingenable = "true"; duration=999999; onLoad = "uiNamespace setVariable ['MY_TORSO_Display', (_this select 0)]"; Objects[] = { MY_TORSO_HUD }; class MY_TORSO_HUD { duration = 999999; idc = 20006; type = 82; //position[] = {0,0,0}; direction[] = {0,0,0}; up[] = {0,0,0}; x = 0.5; y = 0.5; z = 0.2; scale = 1; xBack = 0.5; yBack = 0.5; zBack = 1.2; inBack = 1; enableZoom = 1; zoomDuration = 0.001; //model = "\A3\Misc_F\Helpers\Sign_Pointer_F"; model = "\A3\Structures_F\Items\Food\Can_V3_F.p3d"; }; }; }; -
Display GPS, a dialog, or other information on top of turret optics?
bobby budnick posted a topic in ARMA 3 - QUESTIONS & ANSWERS
I would like to add some "clutter" to tank turret optics to simulate the information overload possible in a futuristic type vehicle. Something ideal would be fluctuating "dummy" bar graphs for things like reactor power and temperature and so on. I noticed that the GPS cannot normally be brought up when viewing through tank optics. Is there a way to bypass this limitation? Dialogs, to me, look very difficult. Is there an example of a simple, non-interactive dialog that I could get working without failing miserably? The best way of all would be to add information directly to the optics themselves. How much trouble would it be to edit the default optics for tanks? Another option would be if we were able to place hint boxes in a specified location on the screen, color the text, and do simple animations like a marquee. A marquee animation with carefully chosen keyboard symbols would look really futuristic. I guess there is no way to do any of that? edit: Dialogs were the way here. Not too easy. -
Allow a vehicle to drive underwater through configs or scripting?
bobby budnick replied to bobby budnick's topic in ARMA 3 - QUESTIONS & ANSWERS
Thanks very much for the reply. It inspired me to write a script using that command that works for now. It's not ideal because any time the vehicle is even partly in water it becomes invincible and people could use it to cheat. I would appreciate any further input as to how to improve this. -
Allow a vehicle to drive underwater through configs or scripting?
bobby budnick posted a topic in ARMA 3 - QUESTIONS & ANSWERS
Hello all I was interested in a way to drive land vehicles underwater. Currently there are two problems: Engine damage - if the vehicle is nuclear powered then there is no intake with which to suck in water and hydrolock the engine. Auto crew eject - if the vehicle has it's own onboard oxygen supply then there is no reason to eject the crew. I don't mind modding the vehicle or changing it through scripting. How could this be accomplished? -
Change land vehicle "turn out" viewpoint?
bobby budnick posted a topic in ARMA 3 - QUESTIONS & ANSWERS
I have modded a land vehicle to reenable the turn out capability so that I could indirectly use it to lock the position of the turret. The problem is, when turned out, from the first person position the viewpoint is nearly on the ground. Would it be possible to raise the viewpoint higher? edit: Fixed. The keys here were to add "gunnerOutForceOptics" and "memoryPointGunnerOutOptics" to the config.cpp. -
How to replace some files only in ca.pbo? I have tried 3 different methods
bobby budnick posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
With the newest DEV version, they have eliminated the vehicle init scripting commands. Unfortunately, these commands are used in the ca.pbo particleeffects > scripts folder. This causes visible script errors when Arma 2 vehicles are spawned. I have commented out the offending lines and I am attempting to replace the scripts. Method 1: Add the modified scripts to my already modified ca_e.pbo keeping the folder structure intact. This does not work - the original files are still being called from the original ca.pbo Method 2: Make a mod pbo with a config.cpp that has a cfgpatches with a random classname and required addons of "CAData". The replaced scripts with the folder structure intact are placed in this pbo. This does not work - the original files are still being called from the original ca.pbo Method 3: Make a mod pbo with a config.cpp that has a classname of "CAData" (no quotes) with a cfgmods entry below it with class "CA" (no quotes) dir "CA". The replaced scripts with the folder structure intact are placed in this pbo. This does not work - the original files are still being called from the original ca.pbo The only method that I know that works is the brute force method, where you copy the entire pbo, replace the files in it, and load it as a mod. Fortunately, I have a "working" ca.pbo that has been reduced from about 130 MB to about 10 MB. Many textures are not working this way though because they were deleted. I would like to do this the proper way if possible. Thanks for any help. -
Design question: why does the game crash when working with dialogs?
bobby budnick posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
From the wiki: Warning: If there are syntactic errors in your description.ext file (e.g. incorrect spelling of keywords), then the game will simply return to desktop while processing the file, stating the nature and location of the error that caused it. Why? The game does not crash with scripting errors so why does it crash with dialog errors? Are we expected to reload the game every time we make an error? For me reloading the game takes about ten minutes to have a running game again. I have a fairly fast system with an Intel SSD. 8 hours * 60 minutes = 480 minutes / 10 minute reload = 48 attempts per day. I am a learning by trial and error person. When I started out scripting, I had to make many more than 48 attempts per day. 48 attempts is still fairly generous though. The problem is the 10 minute load time is a distraction to my thought process. For example: the game crashes. I make notes on what I should try to fix while waiting 10 minutes. Game crashes again. Notes were ineffective. Now I am making notes on something different to try and so on and so forth. With this example, you should be able to see how you could easily spend 8 hours and end up with almost nothing to show for it. On top of that, I edit Arma so I can learn and expand my mind. Staring at a loading screen for 10 minutes wondering "what if" just doesn't cut it in the mind-expanding department. I don't want someone to give me something to copy and paste or some sort of tool to do it all. I want to do it all myself at the lowest possible level so no one can say I took anything from anyone else. There is absolutely no reason the process should be so potentially painful though. If the answer to all this is "just wait 10 minutes every time" then I will just have to implement a dialog with radio triggers or something like that instead. Thanks for your understanding. -
Regression: AI unable to aim mounted static weapons with attachTo
bobby budnick posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Now they just glitch aiming the weapon up and down repeatedly. This used to work fine, and is indeed one of the major ways mission makers use this command. In fact, I once created an AC-130 script using these commands!!! It is such a basic and fundamental question that I am questioning my sanity. There are no relevant errors in the rpt file. Civilians and West AI are both glitched. I have made the test mission as simple as possible with just me, the gunner, the target, the static weapon, and the object it is attached to. The Z position has no affect on the glitches, high or low. The disableAI commands have no affect on the glitches. I am able to mount the weapon as gunner myself and move it freely. The AI is able to move the weapon freely when not attached. What debugging steps should I take from here? -
All in Arma (AiA) - TKOH/OA/A2/A1 merge with A3
bobby budnick replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I have been enjoying the mod so far. But I was wondering about the difference in volume between external and internal views on vehicles. For example, the Abrams. Is this still supposed to be a problem? I see here that it may still be. https://dev.withsix.com/issues/72184 If not, does the high quality pack or standalone release fix the problem? I am also seeing a few error popups when certain things are spawned and at the start of the game and missions. If so, where are the relevant config entries for volume normalization? I.E. the multiplier you were referring to in the bug thread. I figure I might try to change the volume levels just for the Abrams since it is all I really drive. -
Target boxes are only visible in driver position. How to see target boxes as gunner?
bobby budnick posted a topic in ARMA 3 - QUESTIONS & ANSWERS
When in a vehicle, I can see a box over potential targets when I am driver. However, I cannot see these target boxes when I am gunner or commander. This is counterintuitive. The driver doesn't need to see targets, the gunner and commander does. How can I fix this? I am willing to mod the vehicle configs if necessary. edit: This has to do with showAllTargets in the vehicle config. It must be specified for every crew position. -
Changing M256 specs - autoFire change works but maxRange does not
bobby budnick posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
This is my config.cpp file. This used to work for me back during the alpha. Now the maxRange setting does not take, as verfied in the in-game config viewer. What could be the problem? class CfgPatches { class FO_MUNITIONS { units[] = {}; weapons[] = {}; requiredVersion = 1; requiredAddons[] = {}; }; }; class CfgWeapons { class CannonCore; // External class reference class M256 : CannonCore { maxRange = 3250; autoFire = 1; }; }; -
All in Arma (AiA) - TKOH/OA/A2/A1 merge with A3
bobby budnick replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks I will be checking for that. -
All in Arma (AiA) - TKOH/OA/A2/A1 merge with A3
bobby budnick replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I don't have weapon sounds working. Are the files listed supposed to be the hotfix files? I did not see files with those names there or at the AIA files repository. I tried to use AiA_SoundReplacement_Weapons_With_JSRS.pbo and then installed JSRS 2.2 but I get an error at startup that says it requires JSRS_2A14. How do we get sound working with this version of AIA? The stock sounds would be fine with me. -
How to replace some files only in ca.pbo? I have tried 3 different methods
bobby budnick replied to bobby budnick's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Thanks for trying to help. I was already aware of the prefixes. When a mod pbo is given the same prefix as an original pbo it seems to replace ALL the files in the original pbo. I need to replace some files only. As it stands now, I will release my mod with the stripped down original ca.pbo unless anyone has any further suggestions.