-
Content Count
1996 -
Joined
-
Last visited
-
Medals
Posts posted by mr_centipede
-
-
Oetzendorf has fallen to rebel hands. A Bundeswehr infantry platoon and a Marder platoon was tasked to recapture the town and restore order.
Played in Rosche map. Using BWMOD and Global Mobilization CDLC.
-
Hello all.
Once upon a time I requested a debriefing page where you can see how many friendlies was killed (not just in your group), and how many enemy was killed (not just killed by you, the player), and someone said you can already scripted in. But all these years I haven't seen anyone that does this, or there was no interest in such info.
Anyway this is what I came up with. Maybe some people will find it useful, and here is my small contribution to the community.
First the description.ext
Spoilerclass CfgDebriefingSections { class Casualty { title = "Casualties"; variable = "Casualty"; }; };
Then, init.sqf
Spoiler/*------VARIABLES FOR CUSTOM DEBRIEFING/STATISTIC SCREEN---------------------------------------------------------------*/ missionNamespace setVariable ["Casualty", ""]; missionNamespace setVariable ["WestCasualty", 0]; missionNamespace setVariable ["WestTrackedCasualty", 0]; missionNamespace setVariable ["WestCarCasualty", 0]; missionNamespace setVariable ["EastCasualty", 0]; missionNamespace setVariable ["EastTrackedCasualty", 0]; missionNamespace setVariable ["EastCarCasualty", 0]; missionNamespace setVariable ["CivCasualty", 0]; missionNamespace setVariable ["CivTrackedCasualty", 0]; missionNamespace setVariable ["CivCarCasualty", 0]; {_x addEventHandler ["killed", {_this execVM "unitKilled.sqf"}]} forEach allUnits; {_x addEventHandler ["killed", {_this execVM "unitKilled.sqf"}]} forEach vehicles;
next is unitKilled.sqf the EH script
Spoiler_unitKilled = _this select 0; _killer = _this select 1; _westCasualty = missionNamespace getVariable "WestCasualty"; _westTrackedCasualty = missionNamespace getVariable "WestTrackedCasualty"; _westCarCasualty = missionNamespace getVariable "WestCarCasualty"; _eastCasualty = missionNamespace getVariable "EastCasualty"; _eastTrackedCasualty = missionNamespace getVariable "EastTrackedCasualty"; _eastCarCasualty = missionNamespace getVariable "EastCarCasualty"; _civCasualty = missionNamespace getVariable "CivCasualty"; _civTrackedCasualty = missionNamespace getVariable "CivTrackedCasualty"; _civCarCasualty = missionNamespace getVariable "CivCarCasualty"; if (side group _unitKilled == west) exitWith { if(_unitKilled isKindOf "Man") exitWith { _westCasualty = _westCasualty + 1; missionNamespace setVariable ["WestCasualty", _westCasualty]; }; if(_unitKilled isKindOf "Tank") exitWith { _westTrackedCasualty = _westTrackedCasualty + 1; missionNamespace setVariable ["WestTrackedCasualty", _westTrackedCasualty]; }; if(_unitKilled isKindOf "CAR") exitWith { _westCarCasualty = _westCarCasualty + 1; missionNamespace setVariable ["WestCarCasualty", _westCarCasualty]; }; }; if (side group _unitKilled == east) exitWith { if(_unitKilled isKindOf "Man") exitWith { _eastCasualty = _eastCasualty + 1; missionNamespace setVariable ["EastCasualty", _eastCasualty]; }; if(_unitKilled isKindOf "Tank") exitWith { _eastTrackedCasualty = _eastTrackedCasualty + 1; missionNamespace setVariable ["EastTrackedCasualty", _eastTrackedCasualty]; }; if(_unitKilled isKindOf "CAR") exitWith { _eastCarCasualty = _eastCarCasualty + 1; missionNamespace setVariable ["EastCarCasualty", _eastCarCasualty]; }; }; if (side group _unitKilled == civilian ) exitWith { if(_unitKilled isKindOf "Man") exitWith { _civCasualty = _civCasualty + 1; missionNamespace setVariable ["CivCasualty", _civCasualty]; }; if(_unitKilled isKindOf "Tank") exitWith { _civTrackedCasualty = _civTrackedCasualty + 1; missionNamespace setVariable ["CivTrackedCasualty", _civTrackedCasualty]; }; if(_unitKilled isKindOf "CAR") exitWith { _civCarCasualty = _civCarCasualty + 1; missionNamespace setVariable ["CivCarCasualty", _civCarCasualty]; }; };
Lastly the script to compile all this information and present it into the debriefing screen.
countCasualty.sqf
Spoiler/*--------NEED TO CALL THIS FUNCTION AFTER MISSION END. RECOMENDED TO CALL AT MISSION END TRIGGER----*/ _casualtyRep = missionNamespace getVariable "Casualty"; _westCasualty = missionNamespace getVariable "WestCasualty"; _westTrackedCasualty = missionNamespace getVariable "WestTrackedCasualty"; _westCarCasualty = missionNamespace getVariable "WestCarCasualty"; _eastCasualty = missionNamespace getVariable "EastCasualty"; _eastTrackedCasualty = missionNamespace getVariable "EastTrackedCasualty"; _eastCarCasualty = missionNamespace getVariable "EastCarCasualty"; _civCasualty = missionNamespace getVariable "CivCasualty"; _civTrackedCasualty = missionNamespace getVariable "CivTrackedCasualty"; _civCarCasualty = missionNamespace getVariable "CivCarCasualty"; if (side player == west) then { _casualtyRep = format [ "CASUALTY REPORT.<br/><br/> FRIENDLY CASUALTY: <br/> %1 men KIA, <br/> %2 tracked vehicle destroyed, <br/> %3 wheeled vehicle destroyed.<br/><br/> ENEMY CASUALTY: <br/> %4 men KIA, <br/> %5 tracked vehicle destroyed, <br/> %6 wheeled vehicle destroyed.<br/><br/> CIVILIAN KILLED: <br/> %7 men killed.", _westCasualty, _westTrackedCasualty, _westCarCasualty, _eastCasualty, _eastTrackedCasualty, _eastCarCasualty, _civCasualty ]; }else{ _casualtyRep = format [ "CASUALTY REPORT.<br/><br/> FRIENDLY CASUALTY: <br/> %4 men KIA, <br/> %5 tracked vehicle destroyed, <br/> %6 wheeled vehicle destroyed.<br/><br/> ENEMY CASUALTY: <br/> %1 men KIA, <br/> %2 tracked vehicle destroyed, <br/> %3 wheeled vehicle destroyed.<br/><br/> CIVILIAN KILLED: <br/> %7 men killed.", _westCasualty, _westTrackedCasualty, _westCarCasualty, _eastCasualty, _eastTrackedCasualty, _eastCarCasualty, _civCasualty ]; }; missionNamespace setVariable ["Casualty", _casualtyRep];
The countCasualty.sqf I put in at trigger that will end the mission. In activation field I put this: [] execVM "countCasualty.sqf";
Then that trigger is synced to END MISSION module.
That is all, I hope someone will find this useful. Thank you for your time 🙂
- 3
- 3
-
Okey, rpt file sent to your inbox. Sorry for the trouble. Thank you
-
4 hours ago, Aggr0 said:I can't reproduce the issue on my side to be honest. Could you please try loading only CBA and BWMod and check if the problem still exists?
Hi, yes still exist with only BWMOD and CBA3. I put in a rifleman in editor. Change his loadout to G36A2 and put in RSAS scope. Then play in editor, right click to bring in the scope ( default scope is the full powered one) change it to RSAS scope and press reload. Reload animation run, after it ends, it goes back to full powered one.
After further investigating in CBA3 addons options I untick/uncheck 'Use Picture in Picture Optics'. But if I check/tick it back, the problem is solved. I guess the culprit is CBA3 then?
Thank you
-
Hello BWMOD team.
Sorry, I think I maybe found a bug on G36A2. With RSAS scope. When I'm on RSAS scope, after reloading it revert back to the full powered scope one.
This doesn't happen on G36A3, or G36A1. Only happen in A2 version. Thank you
-
Thank you @pierremgi got this working.
{ [ _x, "Reset Teams", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_requestleadership_ca.paa", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_requestleadership_ca.paa", "((typeOf unitBackpack _target) == 'B_RadioBag_01_wdl_F') && (_this distance _target <= 2) && (leader _this == _this)", "true", {}, {}, { {_x assignTeam (_x getVariable "defaultTeam")} forEach units AsltGrp }, {}, [], 1, 10, false, false ] call BIS_fnc_holdActionAdd; } forEach units AsltGrp;
-
[ unitBackpack pltCmdr, "Reset Teams", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_requestleadership_ca.paa", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_requestleadership_ca.paa", "true", "true", {}, {}, { {_x assignTeam (_x getVariable "defaultTeam")} forEach units AsltGrp }, {}, [], 1, 10, false, false ] call BIS_fnc_holdActionAdd;
I have this code here using BIS_fnc_holdActionAdd. The action is on the backpack. But I cannot access it unless I put the backpack on the ground first. How can I access it when I'm wearing the backpack?
-
5 minutes ago, sarogahtyp said:This is nonsense.
round random 5
produces integer values between 0 and 5 including 0 and 5. This is exactly what the 6 switch cases are handling.
Using round random 6 means that 1/7th of all executions will do nothing because there is no case for 6 in the switch...
It seems you are indeed correct. My mistake. Sorry for the confusion that it might caused.
-
5 hours ago, UnDeaD. said:Something like this:
_rand = round (random 5);
....
I think it should probably be (random 6)
since its 0 to 5 ( 6 items )
- 1
-
Master splinter? Is that you?
- 2
-
Hello BWMOD team, do you have plan to add cover for the fast helmet? Thank you
- 4
-
Does anybody uses this setting? After update 21.8.1 amd adrenaline driver, ATOC is broken. The grass disappear and the leaves on trees also disappear. Does anybody else have this issue?
-
Me as a platoon commander, herding the AI, using LAMBS danger fsm mod: https://steamcommunity.com/sharedfiles/filedetails/?id=1858075458
-
nice. Looking forward to it
-
Thanks for your insights Phantom. I mostly run on ultra, but view distance for me 3000 is my sweet spot, because I usually only play infantry. I only notice this thing because my GPU fan got noisy for just standing still on hill doing nothing. So I got to tinkering for a bit and noticed that my GPU temp got cooler, when VD is maxed out. But FPS is no go. Got to 30 - 36 with just me on a hill in Altis. When you start putting AI, firefights, explosion etc... then I don't think it will be playable.
Anyway thanks for the insight.
-
Back to Chernarus, CUP really did a good job with this Chernarus 2020 map
-
I just ran into weird thing that when I just sit on top of a hill in Altis my GPU temp and usage is less when view distance 12k than when I have it on 3000. I didn't do anything much, just standing on a hill staring straight ahead into the distance.
When at 12k VD, my GPU usage is around 60+% and temps around 58-60ish C. But when I change to 3000 VD, the GPU usage ramp up to 80-90% and the temp went up to 70+ C. Shouldn't it the other way around since the GPU need to work less when VD is is lower?
BTW, my object VD is also the same as the overall view distance.
If any of you guys that have knowledge about GPU/render kind of things, do please share your knowledge. Thank you.
my system specs:
AMD Ryzen 7 3700x @4050MHz
Sapphire Nitro+ RX 5700XT BE
HyperX Fury 32GB RAM @3200Mhz
Mobo ASUS Tuf Gaming X570 Plus (WiFi)
Monitor ASUS Tuf Gaming VG249Q 1080p @ 144Hz
(Also I ran ARMA 3 at 1440p using AMD VSR)
-
CDF soldiers in a firefight.
Mod used: RHS, Chernarus 2020 by CUP and bullet casings mod (Steam Workshop::Bullet Casings (steamcommunity.com))
- 5
-
A mission featuring BWMOD clearing insurgent in Kunduz province
(Re-upload)
-
Patrolling Kunduz countryside with Bundeswehr, featuring BWMOD and Kunduz map. I must say Kunduz map is really beautiful. Nice job to the original creator 🙂
-
Just a random editor mission in Tanoa that I cooked up
-
Hi, I was just wondering whether we can load creator DLC maps like Weferlingen (Global Mobilization) or Cam Lao Nam (SOG PF) without loading the DLC itself, just like Livonia can without loading Contact DLC? Just to note I have all the DLC, GM and SOG PF.
- 1
-
AMD just released FSR, do you think ARMA 3 should support it? Or it's too much work at this stage of its life?
-
Hi, I was just wondering if certain foliage can affect mobility just like hill inclination does... for example the sugarcane fields or wheat fields for example. If not, can we somehow force it somehow using script? Lets say force to to walk speed when moving through thick foliage like wheat fields.
Thank you in advance.
Random death while scouting
in ARMA 3 - QUESTIONS & ANSWERS
Posted
Probably that's the reason. You are way off course so the game decided to kill you off.
If you've done the vet clinic mission, you need to return back to base first, then select next mission you want to do. I think you cannot do all of them at once.