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Matthijs

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About Matthijs

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    Master Sergeant

core_pfieldgroups_3

  • Interests
    Serious games & simulation
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    IT Consultant

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  1. 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});
  2. 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:
  3. 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 ]
  4. 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.";
  5. 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...
  6. 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++.
  7. 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#.
  8. 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!
  9. 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
  10. 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?
  11. 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.
  12. 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.
  13. 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
  14. This is awesome, I love it! Great work! However, I can only run it by doubleclicking the adc.jar file, after downloading the adc_installation.zip The .EXE files are useless for me. I am running Java Version 8 Update 144 on Windows: The installer fails to run, stating "This application requires Java Runtime Environment 1.8.0_51", redirecting me to the download page of Java Version 8 Update 144 The executable from adc_installation.zip fails to run, stating "This application requires Java Runtime Environment 1.8.0_51", redirecting me to the download page of Java Version 8 Update 144
  15. Depth of Field Verstuurd vanaf mijn SM-T580 met Tapatalk
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