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PRiME

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Everything posted by PRiME

  1. Basicly a script runs and creates a heli and a pre-existing AI (since I can't create a AI that will function correctly with created helis etc.) and I set this pilot as group and then on script activation the Heli gets made, Pilot gets moved to heli, Soldiers get put in Heli, Heli takes off then gets moved while flying to speed it up a bit then they get ejected with this eject script once they pass a trigger. This is the script and it worked on the other team but there Heli's were pre-existing. ; eject.sqs ; --------- _group = _this select 0 _vehicle = _this select 1 _i = 0 _units = units _group _n = count _units #EJECT_LOOP ~0.6 _u = _units select _i _u action ["EJECT", _vehicle] unassignVehicle _u _i = _i + 1 ? (_i < _n) : goto "EJECT_LOOP" exit I hope someone has a idea, maybe adding a extra part to the eject script to add a parachute to the player if at or below a certain height within a certain time?.
  2. PRiME

    PVP heaven..for now

    Not sure how you guys can play 80player PVP, I mean at least CQC type like TDM. Maybe it was just a few select missions but my supercomputer go pulled down to 5-10fps during a few gameplay sessions ago in a TDM mission.
  3. Steam is unlikely to stop MEMORY hacks occurring, people who load hack apps in background after game has launched. Luckily ARMA scripting can help with allot of these problems, just need to insert it into each mission. I might look at a system that raises a small pop-up box whenever someone kills more then 2 friendly players or destroys SAFE objects which are marked on the map, and allows people to kick someone off server for 30minutes by pressing a option. Surely it can be done.
  4. PRiME

    =BTC= Revive

    A solution for the revive in air issue is to just have a waituntil command for when the players body is within 1m of ground. Easy fix! http://community.bistudio.com/wiki/waitUntil
  5. PRiME

    Anti Teamkill script

    True, plus coop. Was on a server last night with 30 odd people and 2 of them were spam killing everyone. Was pathetic and ruined the server so I left. I would like a script that KICKs players from server or puts them in a SIN BIN room for a certain amount of time.
  6. Basically I want a player to be able to activate a trigger and that trigger to grab the players name and use it in a script. Seems this function is different to how ARMA2 works as thislist etc etc all show either any or array. Nothing is in those. So it seems the triggers via radio no longer store the name of units using the triggers? At least I all my testing shows this to be true.
  7. Oh, because searching previous ARMA posts indicate that it does work. Perhaps they all didn't know it just didn't work. This is gonna be a real annoyance :(
  8. This can easily happen if the keys have been generated by a pirate group and are in use. Just look at ARMA2, lots of ARMA2 keys are stolen due to key-gens! Dayz hackers often have a library of 100keys for their use.
  9. Cool that seems to have fixed majority of the problems. Cheers
  10. Ok can you fix the number of magazines saved? I will have a look at it myself but atm it only gives you 1 mag whereas before I had 11-12 mags for my weapon. It will need to count those in backpack/vests as well. This is going good, almost there :) Skip my idea, better to check weapons mag type then do a counter for each weapon using if statements. I will try to figure code out.
  11. Tried this in SP editor and I do Save Loadout then dropped a few items including backpack and clothing and then used LOAD loadout and it just put back my backpack and just 1 clip and gun. Seems it doesn't loadup everything :( Actual items left, loadout that was loaded in as you can see in inventory. ALLOT missing http://dl.dropbox.com/u/41627694/ARMA3/loadoutUntitled.jpg (201 kB) ---------- Post added at 00:39 ---------- Previous post was at 00:22 ---------- Ok, A) Doesn't load back clothing B) only loads back 1 clip per weapon, so if I save it with 10 clips and load it gives me 1 or 2 clips for that weapon. Appears to save Weapon and Attachments fine.
  12. Just wondering if anyone has a script made up that saves ALL loadout on dying and respawning? Here's a Snippit of something I have tried already with no effect. // capture player's inventory... _player_weapons = weapons player; _player_magazines = magazines player; // capture player's backpack contents.. _player_backpack_initial = unitBackpack player; if (_player_backpack_initial == objNull) then { // player does not have backpack, abort capturing scripting } else { // player has backpack, capture type and contents... _player_backpack_type = typeof unitBackpack player; _player_backpack_contents_array = getmagazinecargo unitBackpack player; _player_backpack_mag_classes_array = _player_backpack_contents_array select 0; _player_backpack_mag_counts_array = _player_backpack_contents_array select 1; _player_backpack_weapon_contents_array = getweaponcargo unitBackpack player; _player_backpack_weapon_class_array = _player_backpack_weapon_contents_array select 0; _player_backpack_weapon_count_array = _player_backpack_weapon_contents_array select 1; };
  13. Keen for a solution myself. I have got a functional revive script but need the rearm script to complete the job as everyone spawns stock.
  14. PRiME

    The details

    Wow allot of rules and ruler smacking in BIS forums these days :o Anyway I think BIS should look at just seeking a module plugin from a physics company in order to add in these complicated interactions which would clearly take up too much of their time to program-in at this later stage in the project. Many companies are offering solutions to these problems in module form which might be integrated into the ARMA3 engine, that is assuming BIS has allowed for such. Sure it costs money but it solves allot of problems at the same time. If I was to build a game I would be looking for bits of modules and code that other companies were selling in order to off-load the work, if the price was right (most indie module devs offer great pricing). Nothing shameful in using other peoples code if lawfully, just gotta make sure its worth it.
  15. Unsure if this has been mentioned or not but it be nice to have the ability for admins to type #savequit in multiplayer missions so that the mission is saved and can be resumed later.
  16. PRiME

    Micro Destruction

    I'm not allowed to discus this topic here.
  17. PRiME

    Micro Destruction

    I was more in line of saying they were struggling to get the engine to perform framerate and appearance wise with more demanding game dynamics like how people want more flight sim ability in the game. Also the game does not have millions of objects, honestly count the walls or objects you would like destruction on, there isn't all that many, look at OA, LOL many buildings are repeated, they already have much destruction on these they just need to up the resolution of that destruction and ad it to walls and cover objects better. THAT is completely doable in the ARMA engine. Cave system/destructable terrain... best left with new age engines like outtera and many others that are pushing the boundaries. I think people get a bit too caught up on special effects too much like a hollywood movie or something... Light Engine, Animations, PhysX add very little to actual gameplay mechanics where as micro destruction would.. No more invincible houses or walls, no more having a entire wall section fall over exposing you.. Terrain destruction would also be very nice, hide in newly formed impact craters.. Be cool. PS. Thromp, your showing me a video of some metal panels instantly falling down and massive objects blowing out square polygons.... . LOL, yeah real Moot. I guess I am the only one who understands what micro-destruction truly is...
  18. PRiME

    Micro Destruction

    For starters, this is the commercial product here not VBS so you would need to be more specific in what capabilities you are in hot desire of.. Again allot of other game engines are VERY VERY modular, you can snap in features quite easily while ARMA RV engine is quite closed loop when it comes to the engines core systems. Tweaking of physics/graphics/model systems are very limited. Only now are they messing with quality real-time physics engines. Again I listed some titles that have quite fundamental engine flexibility from a development standpoint. Just load up Take-On Helicopters and witness the RV engines struggle to flexibility when it comes to flight sims in cityscapes and long view distances.. Read reviews.. The limitations in the area of this topic are valid and obvious. ARMA used a beefed up OFP engine, ARMA2 used a polished up ARMA1 engine, ARMA3 is using a polished up ARMA2 engine... There are fundamental limitations in the flexibility of the engine that need addressing and its likely the micro destruction issue won't be looked at all that much in ARMA3, I just hope BIS allow for the modding community to add it in, as like I said the RV engine is quite closed loop... what you see is what you get, no edits.
  19. PRiME

    Micro Destruction

    LOL, so you don't even look into other engines or investigate yet you KNOW IT ALL and can firmly say nothing can do what arma engine does... YET call me a IDIOT... nice... Trust me, ARMA engine isn't doing anything amazing that other engines cannot do. Its just other games are focusing on different audiences so they don't do that with their engine, farcry-1/2 Crysis... all have large scale landscape options and AI systems available to boot, sure there is more scripting involved but ARMA AI needs allot of helping hand too. Really all I am saying is ARMA engine CAN and SHOULD allow deformation and more flexibility in the engine, and doing so would not mean the game becomes a crawl, that is silly, everything is handled locally to the player.. For example a wall destruction animation or event does not need to occur if player is not in vicinity, it can be stored on server and uploaded to client for when they come in range.. Continuously arguing 'no the engine is too good and complex and amazing that it can't do that because its simply too good' is kind of a oxymoron...
  20. PRiME

    Micro Destruction

    My point is valid, ARMA engine has and still is struggling to keep up with the new crop of engines, feature/flexibility wise. Why have we still not got cave systems for example?.. Don't answer... .Haters will hate... Also while BIS struggle to add in deformation and flexibility to their engine, other companies sail ahead at lighting speed. Just saying, the engine needs a truck load of work still!
  21. ArmA 3: Community wishes & ideas|NO DISCUSSION Please load up Zombie Apocalypse v2 mission (no add-ons needed). Learn scripting!
  22. Well you do know thats ingame already right? I mean what are you asking for? a SETPOS script on a barrel?
  23. PRiME

    Arma 3 && Multithreading!!

    BIS struggle to use 2 cores atm... I dunno what they are doing with the Arma engine but their latest take on helicopters had major issues using available CPU power... I want to see Arma engine eat my 2-4 cores to 80% at least before adding support for more.. ATM the engine struggles to even use the first core fully before going onto the next... often this results in each core using 25-50% of power and then the GPU only being utilized to 60-80%... The ARMA engine truly wonders me at times....
  24. Hmmm well I hope its true and can be done ingame. BIS have a way of making 10 models identical then slapping modular on the idea, if you can spawn lets say a weapon platform for a vehicle seperate ingame and attach it to a base vehicle platform without any sort of weird model switch trick, (i.e it is the vehicle + weapon system and not a new model representing them) then that will be awesome.. I will wait till there is more information on it. I also would like to be able to ad armour and adjust vehicle specifications to reflect this (lets say engine upgrades for example). In combat situations or war-zones armour is often fixed to vehicles as a after thought, such as what soldiers are doing to vehicles in Iraq atm..
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