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iconoclastdx

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Everything posted by iconoclastdx

  1. iconoclastdx

    Arma 3 targeting review - revision 2

    It's amusing how uber thorough posts like this have a propensity to squash discussion. I'm thinking it's because a would-be-poster thinks twice about spamming some half thought out comment or complaint cuz they know for a certainty that OP's got the goods. Amazing post
  2. iconoclastdx

    Arma 3 Campaign Cooperative

    I think it's a scripting issue, mostly around locality. Have you tried it?
  3. No takers for this one? Does anyone know if you can or cannot edit the VON tags?
  4. Whenever you type in a radio channel the appropriate callsign (Alpha 1-1, etc) is inserted before your name. However, when you voice chat over VON with the same channel it just displays your name and not your callsign. Is this not possible to overcome? Even with custom radio channels?
  5. Have you tried it? I've used F3 with Ace3 and found no conflicts. The overlapping features (revive, group management) can simply be disabled. That sort of the beauty of F3.
  6. Yes. Arma has long standing flight input control issues that they will not or cannot fix. You may be able to configure your input to your satisfaction but many have not been able to. Good luck.
  7. So I've got this script that launches a salvo of burning, exploding barrels. Works great (below for reference). However, I'm causing the torrent of flying barrels to smoke with: _smoke = "test_EmptyObjectForSmoke" createVehicle (getPos _barrel); but when I try delete the _barrel and attached _smoke with: {deleteVehicle _x} forEach [_barrel, _smoke]; The smoke still emits. This isn't a show stopper but I'd really like to fix it. Thanks! BarrelLauncher.sqf //Creates and hurdles a barrage of smoking, exploding barrels (or whtever you want (goats?)) with setable ranges of amount, rate, direction & velocity, and detonation delay. //by Icono //parameters private ["_numRange","_rate","_xVelRange","_yVelRange","_zVelRange","_detDelayRange"]; _numRange = [_this,0,[1,5],[[]]] call BIS_fnc_param; _rate = [_this,1,1,[0]] call BIS_fnc_param; _xVelRange = [_this,2,[5,20],[[]]] call BIS_fnc_param; _yVelRange = [_this,3,[5,20],[[]]] call BIS_fnc_param; _zVelRange = [_this,4,[5,20],[[]]] call BIS_fnc_param; _detDelayRange = [_this,5,[5,10],[[]]] call BIS_fnc_param; // Pick number of barrels _num = floor(random((_numRange select 1) - (_numRange select 0) -1) + (_numRange select 0)); //hint format ["_numBarrels = %1\nrate = %2, _num, _rate]; //Create and launch barrels for "_countBarrels" from 1 to _num do { _xVel = floor(random((_xVelRange select 1) - (_xVelRange select 0) -1) + (_xVelRange select 0)); _yVel = floor(random((_yVelRange select 1) - (_yVelRange select 0) -1) + (_yVelRange select 0)); _zVel = floor(random((_zVelRange select 1) - (_zVelRange select 0) -1) + (_zVelRange select 0)); _delay = floor(random((_detDelayRange select 1) - (_detDelayRange select 0) -1) + (_detDelayRange select 0)); _barrel = createVehicle ["Land_MetalBarrel_F",[4532,15391,3],[],0,"CAN_COLIDE"]; sleep 0.1; _barrel setVectorUp [-.6,.6,.4]; _barrel setVelocity [_xVel,_yVel,_zVel]; _smoke = "test_EmptyObjectForSmoke" createVehicle (getPos _barrel); _smoke attachTo [_barrel,[0,0,0]]; [_barrel, _smoke, _delay] execVM "scripts\BarrelBomb.sqf" }; BarrelBomb.sqf // explodes the barrels from BarrelLauncher.sqf _barrel = _this select 0; _smoke = _this select 1; _delay = _this select 2; sleep _delay; _bomb = "smallsecondary" createVehicle (getPos _barrel); {deleteVehicle _x} forEach [_barrel, _smoke]; Thanks again.
  8. I've been battling with AI pathing issues over an over again and I've just about had it. Sometimes I can kludge my way out of it with ugly setVelocity and vectors but usually I just have to abandon my ideas completely. However I'm getting tired of giving up and would like to figure out a viable strategy of forcing vehicles to drive into places where they refuse to go such as water, hills, buildings, vehicles, hangars, fences, driveways, boardwalks, trees, units, goats, over bridges, under bridges, under radio towers, over cliffs, garages, rocks, tiny bumps... I could go on. I've tried unitcapture but its inconsistent at best and consistently unreliable (especially for multiplayer) at worse. I'm sort of at my wits end. Does anyone have a good strategy for forcing units and vehicles to go where you want them to without constantly, incessantly, fighting with the AI???? My latest issue which is driving me mad is simply trying to get a quad to drive down a hill. Its not even that steep of a hill. But it refuses. It just sits there with its front wheels digitally welded to the ground (literally) or drives in circles and gives up. How hard could it be to get a vehicle front the top of a hill to the bottom without rolling out a fukin red carpet. Sigh.
  9. Thanks Beerkan. I appreciate the reply. My previous research and experience with unitPlay is that it does not work reliably in A3 multiplayer. Have you read that this is no longer the case? I also have extensive experience with velocity and direction approaches which (not that I don't appreaciate the suggestion) , frankly do work horribly with AI vehicles (in my hands) as they actively resist anything that deviates from their prefered path (eg. They instantly break to resist velocity changes) Both of these approaches I addressed in my original post, however I appreciate your reply. I'll try to make my requests more functionally specific in the future.
  10. I looked where I normally look but didn't see them.
  11. Well, I guess no one else is bothered by this, or it's completely intractable. Still, I find it hard to believe that you can't script a truck to drive down a bloody hill. Hell, I'd be happy if you could put a vehicle in neutral and let gravity do the work! Anyway, arma has won again and I've abandoned my scripting scenario, again, in lieu of something simpler. Sigh.
  12. This only works for local AI, correct? And not for MP?
  13. iconoclastdx

    Locality issue with Zeus

    Just a shot in the dark here but you wouldn't happen to be checking for server for this? I know it makes sense to, being a MP mission and all but I believe that zeus created items remain local. So I don't know how much the server will no about it. Have you tried PVing important checks just to make sure?
  14. Thumbs up. Works great for me. Now my civs are all hip and leanin' swag like. Great script! Will use this in every mission. Pic! (btw, had to disable collision to get the lean right. Probably not the correct way to do it but it works ok.) Upon further paying, civs don't respond to blufor. Meaning they don't exit their animations for blufor gunshots or deaths. They DO exit for opfor shots and deaths. Actually, they will exit for opfor ANYTHING, even seeing an opfor will cause civ to exit and flee (normal civs do not flee when they see opfor). In fact, they will not even enter the animation if they see an opfor. Not sure why this is as you don't have any faction scripts in your code that I saw. However, civs are notoriously bad with combat related scripts and don't have the FSMs and don't respond correctly to many scripts.
  15. Do civs / unarmed AI have access to a similar ambient animation set?? I dont remember seeing one. I hate how my civ just stand there like an unhip mannequin.
  16. iconoclastdx

    Dynamics Race Script

    Is there a server running this? (I know, I should just host it myself. Maybe I will.)
  17. Wow! Thank you both for the great suggestions! Especially Larrow. Your code was actually what I had first envisioned for the script but I frankly was intimidated by the complexity and decided to take the easy way out just to see if I could get something working. THese examples really help clarify things for me. Thanks tons!
  18. I'm new and a bit lost when it comes to functions. I have a simple script that I'd like to call repeatedly from a trigger. That is, I'd like the script to run a few times every time the trigger conditions are met. So I'm guessing that I need to call it from a function, right?? One that calls the script and keeps track of the timing etc??? But I'm unsure of the best practices in this regard (call / spawn etc.) or if even a function is the right approach since it wouldn't even need to take arguments (I think????). :/ The script is a super small traffic script that creates a vehicle, gives it waypoints and the deletes it at the last waypoint. It's working fine (included it below just for reference), however I'd like to call it 3-5 times (with some kind of delay) every time a trigger is tripped, but I'm kind of lost here. Any specific advice/examples? //Super small traffic script //Select start marker _startArray = [ "mkrTrafficStart", "mkrTrafficStart_1"]; _startRandom = _startArray select floor random count _startArray; hint _startRandom; sleep 2; //create car at start _carArray = [ "C_Offroad_01_F", "C_Hatchback_01_F", "C_Hatchback_01_sport_F", "C_SUV_01_F", "C_Van_01_transport_F", "C_Van_01_box_F"]; _carRandom = _carArray select floor random count _carArray; hint format ["_carRandom = %1", _carRandom]; //Create _carRandom at _startRandom _carGroup = createGroup Civilian; _carActual = [getMarkerPos _startRandom, 270, _carRandom, _carGroup] call bis_fnc_spawnvehicle; //Assign waypoints _carWP = _carGroup addWaypoint [getMarkerPos "mkrTrafficWP", 0]; _carWP_1 = _carGroup addWaypoint [getMarkerPos "mkrTrafficWP_1", 0]; _carWP_2 = _carGroup addWaypoint [getMarkerPos "mkrTrafficWP_2", 0]; _carWP_3 = _carGroup addWaypoint [getMarkerPos "mkrTrafficWP_3", 0]; _carWP_3 setWaypointStatements ["true","hint 'TRUE!'; {deletevehicle _x} foreach (crew vehicle this + [vehicle this])"];
  19. It's kind of ruining my mission that the player cant hear what's happening around them. It plays like they are driving around in a sound proof bubble.
  20. Do snakes freakout AI drivers? I swear that AI drivers act skittish around them sometimes. I'd like to try removing them to see if it soothes things out. Kinda surprised I couldn't find this in google.
  21. Sorry to bump this but I have yet to find a work around. Is there no way to help players hear ambient sound when they are in a kart/quad? Everything is practically muted, even huge explosions. Its kinda making my mission much less epic.
  22. I have a EH that make goats blow up when hit by a player (for a kart mission) _goats select _i addEventHandler ["Hit", { hint "Hit!"; if (isPlayer (_this select 1)) then { _goatbomb = "SmallSecondary" createVehicle (getPos (_this select 0)) }; }]; However it doesn't work if the player hits a goat when driving a vehicle. What should I check for in that case?
  23. iconoclastdx

    Exit WITHOUT saving?

    I'd like to know this as well. It's a significant annoyance.
  24. Alright, making progress. There is a difference in projectile array item of the HandleDamage EH. Ramming the goat returns "" and explosions return "SmallSecondary" which is the explostion I am using. However I dont know how to check for "". I checked for null (as seen below) but not surprisingly that failed to work (I'm a lot fuzzy on the types of null/nil/nul in arma). Anyway, i believe this will work if I can successfully check for an empty 5th array item. { _goats select _i addEventHandler ["HandleDamage", { hint format ["EH Object = %1, EH section = %2, EH source = %3 and EH projectile = %4", typeOf (_this select 0), (_this select 1), typeOf(_this select 3), (_this select 4)]; if ((_this select 4) == null) then { hint "BOOM!"; _goatbomb = "SmallSecondary" createVehicle (getPos (_this select 0)) }; }]; }; Thanks again for all the help. Learning tons here. Edit: Never mind. (_this select 4 == "") works. I tried that first and thought it didnt work. I must have typed it wrong. Again, thanks for all the help!
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