Jump to content

Matthijs

Member
  • Content Count

    708
  • Joined

  • Last visited

  • Medals

Community Reputation

40 Excellent

2 Followers

About Matthijs

  • Rank
    Master Sergeant

core_pfieldgroups_3

  • Interests
    Serious games & simulation
  • Occupation
    IT Consultant

Recent Profile Visitors

1575 profile views
  1. Thanks for the heads up. Added new download link and included the APL agreement.
  2. As per PM, feel free to re-use. Please be aware that the inShadow function is rather CPU intensive. Have fun!
  3. I noticed that it can take a long time before dead bodies in an AI group are removed from their group. In order to make sure that I only have living men in my group, without deleting the bodies, I do the following: units _MyGroup select {not alive _x} join grpNull; However, this creates a new group every time I cleanup a group with casualties. The alternative I can think of is butt-ugly: if (isNil "GraveYardGroup") then { GraveYardGroup = createGroup [Friendly,False]; }; units _MyGroup select {not alive _x} join grpNull; Isn''t it possible to force some kind of cleanup without actually deleting the dead bodies? For example something like this: TRASHCOLLECT (units _MyGroup select {not alive _x});
  4. Cool! Please be aware that there is a native ArmA3 function that I was not aware of. (I haven't tried it myself though) Thanks to Tortuosit for pointing it out:
  5. Cool idea! Maybe putting the concept in an FSM and train a neural network for decisionmaking. It would probably also need the inclusion of contact drills, or the result will be rather weak and hellishly boring to look at. I have to agree with x3kj's remark though. [ click here to start now ]
  6. I was wondering: what did Altis look like before the war? This script will replace all destroyed and neglected buildings with their maintained versions. Copy & Paste the code below to an INIT.SQF This is just a quick test to satisfy my own curiosity. - Not suitable for multiplayer - Renovation of Altis will take quite some time to complete - Not all vehicle wrecks will be removed from the map Have fun! // configuration items _position = [15360,15360,0]; _range = 21723; // main _replaceList = [ [ "Land_d_Addon_02_V1_F" , "Land_i_Addon_02_V1_F" ], [ "Land_d_House_Big_01_V1_F" , "Land_i_House_Big_01_V1_F" ], [ "Land_d_House_Big_02_V1_F" , "Land_i_House_Big_01_V1_F" ], [ "Land_d_House_Small_01_V1_F" , "Land_i_House_Small_01_V1_F" ], [ "Land_d_House_Small_02_V1_F" , "Land_i_House_Small_02_V1_F" ], [ "Land_d_Shop_01_V1_F" , "Land_i_Shop_01_V1_F" ], [ "Land_d_Shop_02_V1_F" , "Land_i_Shop_02_V1_F" ], [ "Land_i_Barracks_V1_dam_F" , "Land_i_Barracks_V1_F" ], [ "Land_i_Barracks_V2_dam_F" , "Land_i_Barracks_V2_F" ], [ "Land_i_Garage_V1_dam_F" , "Land_i_Garage_V1_F" ], [ "Land_i_Garage_V2_dam_F" , "Land_i_Garage_V1_F" ], [ "Land_i_Garage_V2_F" , "Land_i_Garage_V1_F" ], [ "Land_i_House_Big_01_V1_dam_F" , "Land_i_House_Big_01_V1_F" ], [ "Land_i_House_Big_01_V2_dam_F" , "Land_i_House_Big_01_V2_F" ], [ "Land_i_House_Big_01_V3_dam_F" , "Land_i_House_Big_01_V3_F" ], [ "Land_i_House_Big_02_V1_dam_F" , "Land_i_House_Big_02_V1_F" ], [ "Land_i_House_Big_02_V2_dam_F" , "Land_i_House_Big_02_V2_F" ], [ "Land_i_House_Big_02_V3_dam_F" , "Land_i_House_Big_02_V3_F" ], [ "Land_i_House_Small_01_V1_dam_F" , "Land_i_House_Small_01_V1_F" ], [ "Land_i_House_Small_01_V2_dam_F" , "Land_i_House_Small_01_V2_F" ], [ "Land_i_House_Small_01_V3_dam_F" , "Land_i_House_Small_01_V3_F" ], [ "Land_i_House_Small_02_V1_dam_F" , "Land_i_House_Small_02_V1_F" ], [ "Land_i_House_Small_02_V2_dam_F" , "Land_i_House_Small_02_V2_F" ], [ "Land_i_House_Small_02_V3_dam_F" , "Land_i_House_Small_02_V3_F" ], [ "Land_i_House_Small_03_V1_dam_F" , "Land_i_House_Small_03_V1_F" ], [ "Land_i_Shed_Ind_F" , "Land_i_Shed_Ind_F" ], [ "Land_i_Shop_01_V1_dam_F" , "Land_i_Shop_01_V1_F" ], [ "Land_i_Shop_01_V2_dam_F" , "Land_i_Shop_01_V2_F" ], [ "Land_i_Shop_01_V3_dam_F" , "Land_i_Shop_01_V3_F" ], [ "Land_i_Shop_02_V1_dam_F" , "Land_i_Shop_02_V1_F" ], [ "Land_i_Shop_02_V2_dam_F" , "Land_i_Shop_02_V2_F" ], [ "Land_i_Shop_02_V3_dam_F" , "Land_i_Shop_02_V3_F" ], [ "Land_u_Addon_01_V1_dam_F" , "Land_i_Addon_02_V1_F" ], [ "Land_u_Addon_01_V1_F" , "Land_i_Addon_02_V1_F" ], [ "Land_u_Barracks_V2_F" , "Land_i_Barracks_V2_F" ], [ "Land_u_House_Big_01_V1_dam_F" , "Land_i_House_Big_01_V1_F" ], [ "Land_u_House_Big_01_V1_F" , "Land_i_House_Big_01_V1_F" ], [ "Land_u_House_Big_02_V1_dam_F" , "Land_i_House_Big_01_V1_F" ], [ "Land_u_House_Big_02_V1_F" , "Land_i_House_Big_01_V1_F" ], [ "Land_u_House_Small_01_V1_dam_F" , "Land_i_House_Small_01_V1_F" ], [ "Land_u_House_Small_01_V1_F" , "Land_i_House_Small_01_V1_F" ], [ "Land_u_House_Small_02_V1_F" , "Land_i_House_Small_02_V1_F" ], [ "Land_u_House_Small_02_V1_F" , "Land_i_House_Small_02_V1_F" ], [ "Land_u_Shop_01_V1_dam_F" , "Land_i_Shop_01_V1_F" ], [ "Land_u_Shop_01_V1_F" , "Land_i_Shop_01_V1_F" ], [ "Land_u_Shop_02_V1_dam_F" , "Land_i_Shop_02_V1_F" ], [ "Land_u_Shop_02_V1_F" , "Land_i_Shop_02_V1_F" ], [ " Land_i_Stone_HouseBig_V1_dam_F" , " Land_i_Stone_HouseBig_V1_F" ], [ " Land_i_Stone_HouseBig_V2_dam_F" , " Land_i_Stone_HouseBig_V2_F" ], [ " Land_i_Stone_HouseBig_V3_dam_F" , " Land_i_Stone_HouseBig_V3_F" ], [ " Land_d_Stone_HouseBig_V1_F" , " Land_i_Stone_HouseBig_V1_F" ], [ " Land_i_Stone_Shed_V1_dam_F" , "Land_i_Stone_Shed_V1_F" ], [ "Land_i_Stone_Shed_V2_dam_F" , " Land_i_Stone_Shed_V2_F" ], [ "Land_i_Stone_Shed_V3_dam_F" , " Land_i_Stone_Shed_V3_F" ], [ " Land_d_Stone_Shed_V1_F" , "Land_i_Stone_Shed_V1_F" ], [ " Land_i_Stone_HouseSmall_V1_dam_F" , " Land_i_Stone_HouseSmall_V1_F" ], [ "Land_i_Stone_HouseSmall_V2_dam_F" , " Land_i_Stone_HouseSmall_V2_F" ], [ "Land_i_Stone_HouseSmall_V3_dam_F" , " Land_i_Stone_HouseSmall_V3_F" ], [ "Land_d_Stone_HouseSmall_V1_F" , " Land_i_Stone_HouseSmall_V1_F" ], [ "Land_Airport_Tower_dam_F" , " Land_Airport_Tower_F" ], [ " Land_HighVoltageTower_dam_F" , " Land_HighVoltageTower_F" ], [ " Land_spp_Tower_dam_F" , " Land_spp_Tower_F" ], [ "Land_TentHangar_V1_dam_F" , "Land_TentHangar_V1_F" ], [ "Land_New_WiredFence_10m_Dam_F" , "Land_New_WiredFence_10m_F" ], [ " Land_Net_FenceD_8m_F" , " Land_Net_Fence_8m_F" ], [ "Land_Stone_8mD_F" , "Land_Stone_8m_F" ], [ "Land_WiredFence_01_8m_d_F" , "Land_WiredFence_01_8m_F" ] ]; { _objects = _position nearObjects [_x select 0, _range]; _replaceWith = _x select 1; { hideObjectGlobal _x; _house = _replaceWith createvehicle getpos _x; _house setdir direction _x; _house setposASL getposASL _x; hintSilent ("Renovating: " + _replaceWith); } forEach _objects; } foreach _replaceList; _junkList = [ "Land_Addon_01_ruins_F", "Land_Addon_01_V1_ruins_F", "Land_Addon_02_ruins_F", "Land_Addon_02_V1_ruins_F", "Land_Addon_03_ruins_F", "Land_Addon_03_V1_ruins_F", "Land_Addon_03mid_V1_ruins_F", "Land_Addon_04_ruins_F", "Land_Addon_04_V1_ruins_F", "Land_Addon_05_ruins_F", "Land_Airport_Tower_ruins_F", "Land_Barracks_ruins_F", "Land_BellTower_02_V1_ruins_F", "Land_BellTower_02_V2_ruins_F", "Land_Boat_01_abandoned_blue_F", "Land_Boat_01_abandoned_red_F", "Land_Boat_02_abandoned_F", "Land_Boat_03_abandoned_F", "Land_Boat_04_wreck_F", "Land_Boat_05_wreck_F", "Land_Boat_06_wreck_F", "Land_Bulldozer_01_abandoned_F", "Land_Bulldozer_01_wreck_F", "Land_cargo_house_slum_ruins_F", "Land_Cargo_House_V1_ruins_F", "Land_Cargo_House_V2_ruins_F", "Land_Cargo_House_V3_ruins_F", "Land_Cargo_House_V4_ruins_F", "Land_Cargo_HQ_V1_ruins_F", "Land_Cargo_HQ_V2_ruins_F", "Land_Cargo_HQ_V3_ruins_F", "Land_Cargo_HQ_V4_ruins_F", "Land_Cargo_Patrol_V1_ruins_F", "Land_Cargo_Patrol_V2_ruins_F", "Land_Cargo_Patrol_V3_ruins_F", "Land_Cargo_Patrol_V4_ruins_F", "Land_Cargo_Tower_V1_ruins_F", "Land_Cargo_Tower_V2_ruins_F", "Land_Cargo_Tower_V3_ruins_F", "Land_Cargo_Tower_V4_ruins_F", "Land_Cargo20_china_color_V1_ruins_F", "Land_Cargo20_china_color_V2_ruins_F", "Land_Cargo20_color_V1_ruins_F", "Land_Cargo20_color_V2_ruins_F", "Land_Cargo20_color_V3_ruins_F", "Land_Cargo20_idap_ruins_F", "Land_Cargo20_military_ruins_F", "Land_Cargo40_china_color_V1_ruins_F", "Land_Cargo40_china_color_V2_ruins_F", "Land_Cargo40_color_V1_ruins_F", "Land_Cargo40_color_V2_ruins_F", "Land_Cargo40_color_V3_ruins_F", "Land_Cargo40_idap_ruins_F", "Land_Cargo40_military_ruins_F", "Land_Castle_01_tower_ruins_F", "Land_Chapel_Small_V1_ruins_F", "Land_Chapel_Small_V2_ruins_F", "Land_Chapel_V1_ruins_F", "Land_Chapel_V2_ruins_F", "Land_Church_01_ruins_F", "Land_Church_02_ruins_F", "Land_cmp_Hopper_ruins_F", "Land_cmp_Shed_ruins_F", "Land_cmp_Tower_ruins_F", "Land_CombineHarvester_01_wreck_F", "Land_dp_bigTank_ruins_F", "Land_dp_smallTank_ruins_F", "Land_Excavator_01_abandoned_F", "Land_Excavator_01_wreck_F", "Land_Factory_Conv1_10_ruins_F", "Land_Factory_Conv1_Main_ruins_F", "Land_Factory_Conv2_ruins_F", "Land_Factory_Hopper_ruins_F", "Land_Factory_Main_ruins_F", "Land_FuelStation_Build_ruins_F", "Land_FuelStation_Shed_ruins_F", "Land_Garage_V1_ruins_F", "Land_GH_Gazebo_ruins_F", "Land_GH_House_ruins_F", "Land_HaulTruck_01_abandoned_F", "Land_HistoricalPlaneDebris_01_F", "Land_HistoricalPlaneDebris_02_F", "Land_HistoricalPlaneDebris_03_F", "Land_HistoricalPlaneDebris_04_F", "Land_HistoricalPlaneWreck_01_F", "Land_HistoricalPlaneWreck_02_front_F", "Land_HistoricalPlaneWreck_02_front_water_F", "Land_HistoricalPlaneWreck_02_rear_F", "Land_HistoricalPlaneWreck_02_rear_water_F", "Land_HistoricalPlaneWreck_02_wing_left_F", "Land_HistoricalPlaneWreck_02_wing_right_F", "Land_HistoricalPlaneWreck_03_F", "Land_House_Big_01_ruins_F", "Land_House_Big_01_V1_ruins_F", "Land_House_Big_02_V1_ruins_F", "Land_House_Native_01_ruins_F", "Land_House_Native_02_ruins_F", "Land_House_Small_01_ruins_F", "Land_House_Small_01_V1_ruins_F", "Land_House_Small_02_ruins_F", "Land_House_Small_02_V1_ruins_F", "Land_House_Small_03_ruins_F", "Land_House_Small_03_V1_ruins_F", "Land_Kiosk_blueking_ruins_F", "Land_LightHouse_ruins_F", "Land_Lighthouse_small_ruins_F", "Land_Locomotive_01_v1_F", "Land_Locomotive_01_v2_F", "Land_Locomotive_01_v3_F", "Land_Medevac_house_V1_ruins_F", "Land_Medevac_HQ_V1_ruins_F", "Land_Metal_Shed_ruins_F", "Land_MetalShelter_01_ruins_F", "Land_MetalShelter_02_ruins_F", "Land_MiningShovel_01_abandoned_F", "Land_Radar_ruins_F", "Land_Radar_Small_ruins_F", "Land_RailwayCar_01_passenger_F", "Land_RailwayCar_01_sugarcane_empty_F", "Land_RailwayCar_01_sugarcane_F", "Land_RailwayCar_01_tank_F", "Land_Research_house_V1_ruins_F", "Land_Research_HQ_ruins_F", "Land_ReservoirTank_Airport_ruins_F", "Land_ReservoirTank_Rust_ruins_F", "Land_ReservoirTank_V1_ruins_F", "Land_ReservoirTower_ruins_F", "Land_RowBoat_V1_F", "Land_RowBoat_V2_F", "Land_RowBoat_V3_F", "Land_Shed_01_ruins_F", "Land_Shed_02_ruins_F", "Land_Shed_03_ruins_F", "Land_Shed_04_ruins_F", "Land_Shed_05_ruins_F", "Land_Shed_06_ruins_F", "Land_Shed_Big_ruins_F", "Land_Shed_Ind_ruins_F", "Land_Shed_Small_ruins_F", "Land_Shop_01_V1_ruins_F", "Land_Shop_02_V1_ruins_F", "Land_Shop_Town_01_ruins_F", "Land_Shop_Town_02_ruins_F", "Land_Shop_Town_03_ruins_F", "Land_Shop_Town_04_ruins_F", "Land_SlideCastle_ruins_F", "Land_Slum_House01_ruins_F", "Land_Slum_House02_ruins_F", "Land_Slum_House03_ruins_F", "Land_spp_Mirror_ruins_F", "Land_spp_Tower_ruins_F", "Land_spp_Transformer_ruins_F", "Land_Stone_HouseBig_V1_ruins_F", "Land_Stone_HouseSmall_V1_ruins_F", "Land_Stone_Shed_V1_ruins_F", "Land_TankWreck_01_turret_F", "Land_TBox_ruins_F", "Land_Temple_Native_01_ruins_F", "Land_TentHangar_V1_ruins_F", "Land_TTowerBig_1_ruins_F", "Land_TTowerBig_2_ruins_F", "Land_Unfinished_Building_01_ruins_F", "Land_Unfinished_Building_02_ruins_F", "Land_UWreck_FishingBoat_F", "Land_UWreck_Heli_Attack_02_F", "Land_UWreck_MV22_F", "Land_Windmill01_ruins_F", "Land_WIP_ruins_F", "Land_Wreck_BMP2_F", "Land_Wreck_BRDM2_F", "Land_Wreck_Car_F", "Land_Wreck_Car2_F", "Land_Wreck_Car3_F", "Land_Wreck_CarDismantled_F", "Land_Wreck_Heli_Attack_01_F", "Land_Wreck_Heli_Attack_02_F", "Land_Wreck_HMMWV_F", "Land_Wreck_Hunter_F", "Land_Wreck_Offroad_F", "Land_Wreck_Offroad2_F", "Land_Wreck_Plane_Transport_01_F", "Land_Wreck_Skodovka_F", "Land_Wreck_Slammer_F", "Land_Wreck_Slammer_hull_F", "Land_Wreck_Slammer_turret_F", "Land_Wreck_T72_hull_F", "Land_Wreck_T72_turret_F", "Land_Wreck_Traw_F", "Land_Wreck_Traw2_F", "Land_Wreck_Truck_dropside_F", "Land_Wreck_Truck_F", "Land_Wreck_UAZ_F", "Land_Wreck_Ural_F", "Land_Wreck_Van_F", "Plane_Fighter_01_wreck_F", "Plane_Fighter_02_wreck_F", "Plane_Fighter_03_wreck_F", "Plane_Fighter_04_wreck_F" ]; { _hide = _x; _objects = _position nearObjects [_x, _range]; { hideObjectGlobal _x; hintSilent ("Hiding: " + _hide); } forEach _objects; } foreach _junkList; hint "Altis renovation done.";
  7. That is correct. The function was created to allow calculation of energy build-up in a body. It does this by calculating the position of the sun and checks for collissions between the body and the sun. (a rather CPU intensive thing I must admit) I did not account for moon, stars nor artificial light, because their energy radiation is negligible. Sorry...
  8. Matthijs

    Making an addon

    C# is easier. --- On 8-12-2017 at 4:00 PM, Matthijs said: C#, is fairly easy to learn from Bob Taylor's series. Probably also a nice step-up to C++. I never tried to compile on Linux using Mono (http://www.mono-project.com) and have not heard of it. Trying to compile a C# library using Mono would be a nice contribution to the community if you figure out if it can be done. If it does not work, your newly acquired C# experience is probably a nice basis to get into C++.
  9. Matthijs

    Making an addon

    If you want to create an extension (.dll / .so), I don't think you will have any other option than using C++ or C#.
  10. Matthijs

    Making an addon

    C#, is fairly easy to learn from Bob Taylor's series. Probably also a nice step-up to C++. I never tried to compile on Linux using Mono (http://www.mono-project.com) and have not heard of it. Trying to compile a C# library using Mono would be a nice contribution to the community if you figure out if it can be done. If it does not work, your newly acquired C# experience is probably a nice basis to get into C++. Good luck!
  11. Matthijs

    Making an addon

    Maybe you could give a bit more information. Do you have programming experience? If not, you may want to start here: https://mva.microsoft.com/en-us/training-courses/c-fundamentals-for-absolute-beginners-16169?l=Lvld4EQIC_2706218949 After Bob Taylor's course, you should be use this and create what you want: https://community.bistudio.com/wiki/Extensions#How_to_make_an_extension_in_C.23 If you are an experienced programmer, you may want to try this: https://www.google.com/webhp?q=develop+arma+3+extension
  12. Matthijs

    Server Transfer System

    This is sooooo awesome! It's the missing piece to enable a persistent virtual world across different islands. Great work KeganH and KZK! Isn't this a missing feature or known issue, instead of a bug? Maybe an "Abort game" button on the overlay could fix this issue?
  13. I reported the issue on the CUP bug tracker, because it could be reproduced on Chernarus, Everon, and Bystrica. The problem is in their powlines_woodl object.
  14. I love the atmosphere of this terrain and especially the enterable buildings! Great work! I will be playing on this map a lot. Bug report Small issue with street lights: if you shoot a street light, the illumination is gone but the street light itself is still "on." Shooting the lamp again will turn it off for a fraction of a second, but it comes back on right away. I tried demolition charges but that also did not help.
  15. I wrote: "... I am running Java Version 8 Update 144 on Windows ..." This is the latest Java version AFAIK. Verstuurd vanaf mijn SM-T580 met Tapatalk
×