Jump to content


  • Content Count

  • Joined

  • Last visited

  • Medals

Everything posted by cervantes

  1. the handle dammage i see ๐Ÿ˜‰ no here the compil and damage is detected only once and damaged selections perfectly detected. no multiple execution of script and all selections damaged can be returned with a cuttext format ๐Ÿ˜‰ optimising script for resource is a scriptor objective ๐Ÿ™‚
  2. i not see a troubls with this method. you not see a sqf script but a compiled script do not affect performances of games when the loop exit after execution. or when unit is killed. if (_sel select 0 == "HitGlass") exitwith { _spotlight animate ["hitglass", 1]; _ExplodeArray = ["searchlight\sounds\glass.wav"]; _Explode = selectRandom _ExplodeArray; playsound3d [format ["%1",_Explode], _spotlight,false, getPosASL _spotlight, 7, 1, 25]; [_spotlight] execvm "searchlight\scripts\glass_shards.sqf"; }; EH apply in config .cpp do not compile the script same to EH add by script. and is only loaded for this unit.
  3. hi mate ๐Ÿ™‚ tes that working but the EH required two elements by array element ๐Ÿ™‚ HitPart = "[(_this select 0 select 0),(_this select 0 select 5)] execvm ""\88mm\scripts\hitpart.sqf"";"; that is init for a vehicle and man is considered to vehicle ๐Ÿ˜‰ _unit = _this select 0; _selelection = _this select 1; _this select 0 select 0 = _unit _this select 0 select 5 = selection hit Enjoy ๐Ÿ™‚
  4. Hi here ๐Ÿ™‚ i post today for one strange issue with my flak 36 firing script. A script working perfectly before the first air taget is destroyed. when the first target is destroyed a script is totaly disturbed and not working. this issue is really strange because is one eprouved script and normaly working without issue. The EH launching is define in config Fired = "[_this select 0,_this select 6] execvm ""\88mm\scripts\88_flak.sqf"";"; a script 88_flak.sqf: //_unit = _this select 0; //_shell = _this select 1; params ["_unit","_shell"]; flak_shrapnels = _unit setvariable ["flak_shrapnels",false]; publicVariable "flak_shrapnels"; _trigger = createTrigger ["EmptyDetector", [0,0,0]]; _trigger setTriggerStatements ["true", "", ""]; _trigger attachTo [_shell, [0, 0, + 0.5]]; while {alive _shell} DO { _pos = _trigger modelToWorld [0,0,0]; _targets = _pos nearentities [["Air"],60]; _trigger setpos (_shell modelToWorld [0,0,+ 0.5]); if !(alive _shell) exitwith {deleteVehicle _trigger;}; sleep 0.1; if (count _Targets > 0) exitwith { deleteVehicle _shell; flak_shrapnels = _unit setvariable ["flak_shrapnels",true]; publicVariable "flak_shrapnels"; _effect = "88mm_flak" createvehicle (_trigger modelToWorld [0,0,0]); //[_unit,_trigger] execvm "\88mm\scripts\shrapnel.sqf"; [_unit,_trigger,_effect] exec "\88mm\scripts\flak88cam.sqs"; }; }; If anyone known if this Eh is altered or while loop not correct ๐Ÿ™‚ help appreciating ^^
  5. cervantes

    Strange troubls vith EH fired

    Hi here finaly i have find a troubls ^^ i have focused my search on my custom flak36 88mm scripts. But the troubls is caused by scripts inside the mission testing directory ๐Ÿ˜‰ for that mission test i spawn 2 planes and 2 pilots by script and when the 2 planes is destroyed 2 planes spawn again ๐Ÿ™‚ a script attached to this planes create this troubls. i removed this scripts and now my script reworking perfectly ๐Ÿ˜‰ Ty for your reply and try to helping me ๐Ÿ˜‰ if you want known more on this project you can be read and Friendly.
  6. cervantes

    Strange troubls vith EH fired

    a cam script is optional alternative for observing the flak explosions. and is enabled when a flak explode. i try this script without and with and the result is a same ๐Ÿ™‚ yes the public variable is for a multiplayer game. Bi devs advise to use that into sqs script and for a real time informations on the network trafic. that fix sync of variables and get rid a retard of this informations. i observing that fix also a sync of scripts in sp gametype. Because this variables is awaiting by others script for selecting diffรฉrents effects. im not totaly sure because i encoutering always a troubls with my developements. but a sheduled scripts not working in the same way on the editor and on sp or mp game. my old scripts worked and after one lot of updates they troubleds. that is one of mysterious issue i encountering ^^ this script how you can read. is a shell range detection from air entities. and when the entitie is detected in the range the second loop is enabled and the script exit with the effects. after te first airplane destroying the script is disturbed the second loop not working correctly. and is not executed or the explosions do not explode on the correct position.
  7. cervantes

    Strange troubls vith EH fired

    this variable is used for select 2 effects. when this variable to true one other effect is apply. and i d'ont think that caused this troubls ๐Ÿ˜‰ the sqs script working well why d'ont use that? ๐Ÿ˜‰ is one simple check script camera. how i mean a script working but is after a first plane destroying that troubls appears. the variables and others scripts do not affect this troubls. i actualy limiting a numbers of my scripts for find a troubls but this script is not affected by others scripts. alone this script is affected by this troubls. /* _unit = _this select 0; _trigger = _this select 1; _effect= _this select 2; ?(_unit getvariable "FLAK_CAM"):exit; _camera = "camera" camCreate (_trigger modelToWorld [0,0,0]); _camera cameraEffect ["internal","back"]; _camera camCommit 0; flak_CAM = _unit setvariable ["FLAK_CAM",true]; publicVariable "flak_CAM"; setAccTime 0.1; #cam2 _camera camSetTarget _trigger; _camera camSetRelPos [0,38,0]; _camera camCommit 0; ?!(alive _effect) or (isnull _effect):goto "exit"; goto "cam2" #exit setAccTime 1.0; ~4 player cameraEffect ["terminate","back"]; camDestroy _camera; setAccTime 1.0; flak_CAM = _unit setvariable ["FLAK_CAM",false]; publicVariable "flak_CAM"; deleteVehicle _trigger; */ simple cam script
  8. Hi dear Community, always on my custom projects developements. i finaly finalised one of my shared project for help the developement from dlc creators and game moders. that contains a files for creating your 3d low poly clouds effects ๐Ÿ˜‰ i developed that particles for creating my 3d flak 36 88mm effects. you can be use that for creating your white and black smoke particles effects and a white puff rvmat. can be also used for creating your 3d sky clouds effects. eazly to use from your custom cloudets config with a spaceobject particle shape. low poly you can be use that with a maximum particles without affect a game fps. from sharing pleasure and help the developement of a news 3d particles effects. friendly. download link: https://www.dropbox.com/scl/fo/rkwape3gx6hxa5bp9ylbf/h?rlkey=grcpj9o0hfx7jk688jj8enjqn&dl=0 preview: https://www.dropbox.com/scl/fi/jq1epw643nncud1wr1wxd/Sans-titre-1.jpg?rlkey=j0fjr9gi92lzj4yax3tbigw71&dl=0
  9. Finiched explosions effects with only polygonal models.
  10. This second post is for troublshooting with vehicle turret and zeroing animation source in model.cfg and zeroing scripting commands. i actualy use a useraction and zoom in and zoom out with shortcut for zeroing my optic animations ๐Ÿ™‚ inspired from sparehead dlc. i use this way for creating my custom turrets optics. based on a rco optic lens system i just animate my reticles with a engine animations source. of course zeroing animation source is not detected by the engine and scripting commands return always a same result. the muzzles is not detected corretly. and zeroing totaly ignored. a script _unit = _this select 0; _unit selectWeaponTurret ["88mm",[1]]; #loop _muzzle = currentMuzzle (gunner (vehicle _unit)); ;_weapon = currentWeapon (vehicle _unit); ;_weapon = _unit weaponsTurret [0]; _weapon = currentWeapon (gunner _unit); private _currentzeroing = vehicle _unit currentZeroing [_weapon, _muzzle]; ;_unit animate["zeroing_optic", _currentzeroing]; _anim = _unit animationphase "zeroing_optic"; cuttext[format["zeroing: %1, optic anim: %2, muzzle: %3",_currentzeroing,_anim,_muzzle],"plain down",0.6]; ~0.5 goto "loop"; all rem values working for return the mussles and current zeroing on human units ๐Ÿ™‚ but not on the vehicle turrets. sparhead dlc use one other system but why not fix that turrets troubls with a zeroing animation source ? ๐Ÿ™‚ for use simply the engine animation sources instead complicates and resource-intensive ? friendly.
  11. cervantes

    Activating scripts via hitpoints

    you can be add action in UserAction class on the wanted memorie point. class UserActions { class Breach { onlyforplayer = 1; displayName = "Breach"; position = "Breach_memorie_point"; radius = 9; condition = "this animationPhase 'DoorRotation' <= 0"; statement = "[this] exec ""\path\path\script.sqs"""; };
  12. cervantes

    Activating scripts via hitpoints

    the hitpoints required also a firegeometry lod for works corectly ๐Ÿ˜‰ and define the script used in class useractions ๐Ÿ˜‰
  13. i not known why my last post is hidden and try again ^^ i use that gearbox config hope that help you ๐Ÿ™‚
  14. hi Mankyle this are not really hard for working physx vehicle on arma3. the most important lod for working a amphibious vehicle is a buoyancy lod ๐Ÿ™‚ i d'ont modifiate a gearbox params from my schwimmwagen i use only a cpp waters values for simulating that ๐Ÿ™‚ and do not required to modifiate a gearbox ๐Ÿ™‚ for a boyancy and physx lod is just really important all faces its closed and convex but not required for a geometry lod ๐Ÿ˜‰ of course the size of boyancy lod meshs affect also a moves in water ๐Ÿ™‚ one movie for you can see that ๐Ÿ™‚ https://www.youtube.com/watch?v=za-MMB26-qc note also a properties in geo lod reversed = 1; and buoyancy = 1 and d'ont add autocenter ๐Ÿ˜‰ and the config ๐Ÿ™‚
  15. cervantes

    arma3 2.04 and handanims holding troubls.

    ok sorry for later reading im Sergent - Apone on steam ๐Ÿ˜‰
  16. hi here i have recently find one troubls with last update of arma3 and arma3 tools. on the old version of arma3 my customs weapons hand anims working perfectly and now that not working corectly after addon builder binarized a files. if you encoutering this troubls try to check that. in old arma3 tools version we work directly on P:\ drive for works a path with tools. now its required to copy your files directories on P:\A3 and that fix a handanims for a custom weapons.
  17. more im not sure but equal speed yes ๐Ÿ™‚ you can add 0 into value for no water resistance and script the velocity of vehicle when he are in water ๐Ÿ˜‰
  18. yes understanding the arma3 physx engine its not eazy ๐Ÿ˜‰
  19. yes that possible i use this params for my schwimmwagen and reduce a speed to 10km in water in the config cpp class CfgVehicles. canfloat = true; engineEffectSpeed = 5; waterFastEffectSpeed = 8; waterspeedcoef = 0.2; waterSpeedFactor = 2; waterResistanceCoef = 0.09; waterResistance = 1;/// if the depth of water is bigger than maxFordingDepth it starts to damage the engine after this time maxFordingDepth = 0.5; /// how high water would damage the engine of the car
  20. a buoyancy geo lod is also required for floating vehicle ๐Ÿ˜‰
  21. hi here i have not find on this forums how use hitpart event handler with config cpp. after one long search for working a script dammage by selection on static weapons i have encoutering the followed troubls. the arma3 engine do not implementing a basic hitpoints config for vehicle in static weapons config. and the config cpp with hitpoints defined not working for that reason. for this tutorial i use one search light static weapon. the config the model .cfg i fix this troubls with hitpart event handler in my config. now we can fix the attention on the hitpart event handler because that working perfectly for detecting a selection hit ๐Ÿ˜‰ in script we need define if a selection hit is Hitglass. the selection is returned same to one array element for that we need return the selection array and the element in this array. the script if you use (_sel == "HitGlass") that return one error because the element is not corectly identified but with (_sel select 0 == "HitGlass") you identify coretly the selection hited by projectiles ๐Ÿ˜‰ friendly Cervantes.
  22. hi here i fixed today one issue with my last particles emiter script and want share that with this amazing community ๐Ÿ˜‰ this script have for but to work exatly with same direction and position params from emmiter in config bin or cpp. generaly we attach a particles emiters with attachto but an attached emiter can't be turn corectly with others objects ๐Ÿ™‚ a emiters define in config use generaly from position and particles directions this params and memories points: moveVelocity[]= { "2*directionX", "2*directionY", "2*directionZ" }; position[]= { "positionX + 0.12 * directionLocalX", "positionY + 0.12 * directionLocalY", "positionZ + 0.12 * directionLocalZ" }; of course is not eazy to write same params with script especialy for a setParticleParams and setParticleRandom. but that is possible :) i use in this exemple a machineguncloud FX params for simulating a overheat from mg barrel, but i disable a wind affect and invert a direction for my smoke fly on back and not on front and i apply a velocty of particles on the angle of my weapon direction ๐Ÿ˜‰ _mem_pos = _mg selectionposition ["usti hlavne", "Memory"]; normaly works but work only on editor not in multiplayer alone, for fix that i define again a position on memory point with modeltoworld ๐Ÿ˜‰ _x = _mem_pos select 0; _y = _mem_pos select 1; _Z = _mem_pos select 2; _pos = _mg modelToWorld [_x,_y,_z]; the angle with weapon direction for apply a particles velocity directions _vdir = _mg weaponDirection currentWeapon _mg; _angle = (_vdir select 0) atan2 (_vdir select 1)-180; or _angle = (_vdir select 0) atan2 (_vdir select 1) for no invert direction. [2*sin(_angle),2*cos(_angle),random 0.2 - random 0.2], observing that math formula is same to "2*directionX","2*directionY" ๐Ÿ˜‰ now a particle emiter turn perfectly with a memorie point and apply a velocity of particles on realy wanted direction and position. friendly Cervantes.
  23. hi here today i have finiched my trailler from this project. that is my most advanced physx submarine project and the first medium operational physx submarine for arma3. is also my first submarine with pilote interior view ๐Ÿ™‚ and you can discovering that here: more details from the underwater harpoon nautilus launcher and ink cloud abilitie:
  24. hi CptDumbo d'ont forget also your rvmats files apply on your model required a super shaders for you can aplly a rvmat cloaking with setObjectMaterial ๐Ÿ™‚