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Tankbuster

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Everything posted by Tankbuster

  1. Tankbuster

    The Fictional MX Rifle series, why?

    Yes, I remember it well. That caused a few of us to be very vocal. @ballistic09tore a few new chocolate starfishes over that, and quite rightly so. The stupid names annoy me less now, perhaps I've mellowed and come to accept them.
  2. I knew you'd work it out if you looked under the bonnet. I had my suspicions the wiki was missing some bits. I'm very grateful! OK, 4 params. I'd got my head around the string = marker and object = object thing because I have two respawns at the same place, one a moving marker and the other the object itself but I only wanted one to show at a time. I actually brute forced it by having a script that removed one and added the other and vice versa, but I worry about network traffic. I'll have another bash with this function tomorrow. Thanks again. 🙂
  3. Tankbuster

    The Fictional MX Rifle series, why?

    Agree completely. Slammer and Wipeout. So very childish, particularly in comparison to the very grown up and sober Laws of War.
  4. This function being able to work with menuPosition is mentioned on the respawn page, near the bottom, in the chapter about official templates > MenuPosition. Also, the functions own page lists the respawn positions control in the uiControl parameter, the last one is loadout, the middle one is role and the first one is location. I've looked at the function itself, as I'm sure you have but I didn't understand much of it, so I didn't glean anything from that. If you send the state parameter and the locationlist ui to the function, it does return an array containing the respawn it claims to have disabled, but in reality, that respawn is still useable. I think I've seen it working in game too, though it wasn't my code that triggered it. I have another respawn at an ammbox back at base, players sometimes go there because the VA is on the ammobox. Once, the box got destroyed when an aircraft crashed on it and the respawn button in the respawn dialog turned red and said something to the effect of "You can't spawn there - choose somewhere else". Now I don't know if that was this function doing that, and I have no way of finding out, but it seems likely. I set that ammox to allowdamage false now so it doesn't happen again.
  5. Tankbuster

    Authority 20 player coop.

    Ah, I see what you did there. 😏 Dead bobcats is because either we sucked at the runway tidy-up missions, or you stumbled into my secret dev server where I try to mitigate all the glitches that Peepje finds, like discovering his rifle can clip inside an enemy APC and kill the crew while not damaging the vehicle. Proper answer: I removed some animals, not all, as there are too many spawning and as yet, I don't have a despawner for them.
  6. Tankbuster

    Authority 20 player coop.

    Mission updated to 1.14.4310. Download links from GoogleDrive on first page. This release is mostly optimsations and so the changes are quiet boring to relate. 🙂 A new mission where players are tasked with destroying an enemy asset from a long way away replaces a similar, but much slower-to-setup mission. A big array of hills is created during mission init. It takes some time to work, but the time use is outweighed by other optimisations in the server init. Added a funky missilecam so players at the airbase can see the feed attached to cruise missiles fired from offshore destroyer. Improved primary target roadblock placing. Should result in less clipping/cospawning. Changelog in spoiler below;
  7. Tankbuster

    Drag Dead Body Script

    Author still plays Arma 3, he's on my steam freinds list and played yesterday, but hasn't logged into BI forums for a few years. Bob, if you are reading this, do you have anything planned for this?
  8. Yes mate, there are so many smoking guns in the picture. But he's got it working again now and that's the most important thing.
  9. Intel usually has a rabbit of some sort ready in the hat. Nvidia meantime are blaming Samsung (who blame a shortage of wafers) for the lack of 30xx GPU until the spring.
  10. Guys, I want to bolt a camera to a venator missile and see it in flight. Ultimately, I want to render this to a screen, but I've fallen at an earlier hurdle. I spawned the missile in mission and, through lots of fiddling with camSetTarget and camSetRelPos I managed to achieve the look I wanted. m= createvehicle ["ammo_Missile_Cruise_01", getpos player, [],0,"NONE"]; m enablesimulationglobal false; [m,3] call BIS_fnc_setheight; cam = "camera" camCreate [0,0,0]; cam cameraeffect ["internal","back"]; cam camsettarget (m modeltoworld [-0.2,10,-4]);cam camsetrelpos [-0.07,-10.2,3.9]; cam camcommit 0; But in the actual mission, when I run the camcreate, cameraeffect, camsettarget and camsetrelpos commands a script laucnhed through a fired eventhander on the VLS, the viewpoint is completely different. It moves with the missile, but the viewpoint isnt close to what I spent ages working out. The result is never the same twice, here's just 2 screenshots, Code launched from the EH; (adapted from 14 year old post by Big Dawg KS, who is long gone) __tky_starts _myscript = "vlscam"; params ["_shooter","_wep","_mz","_firemode", "_ammo", "_mag","_r"]; diag_log format ["&&vlscam gets %1", _this]; _list = ["R_M136_AT","M_Javelin_AT","M_Stinger_AA","R_PG7V_AT","R_PG7VR_AT","M_Strela_AA","R_Hydra_HE","R_57mm_HE","R_80mm_HE","M_Sidewinder_AA","M_TOW_AT","M_AT5_AT","M_Hellfire_AT","M_Vikhr_AT","ammo_Missile_Cruise_01"]; if((_ammo) in _list)then{ _camera = "camera" camCreate [0,0,0]; _camera cameraeffect ["internal", "back"]; while{alive _r && alive _camera}do{ _camera camSetTarget (_r modelToWorld [-0.2,10,-4]); _camera camSetRelPos [-0.07,-10.2,3.9]; _camera camCommit 0; sleep 0.001; }; if(alive _camera)then{sleep 1}; _camera cameraeffect ["terminate", "back"]; camdestroy _camera; };
  11. Chaps, The armed versions of the Hunter have a rendersurface for the gunner, but the unarmed version doesn't. I want to attachto a land_tablet_02_black_f inside an unarmed Hunter so that I can rtt its screen. In the editor I've placed it, got it's position and orientation just right. See below; But when sitting in that seat, it's not rendered in first person for anyone in the vehicle. I'm assuming this is to do with viewLODS, which I'm ot really familiar with. See below; In third person, or in camera view, it does render, albiet with wrong orientation. You can see it through the window. You can also see it if you're not in the vehicle. I attached a blue arrow to te tablet object so I could be sure where it actually is - not sure if this is making things worse? Anyway, is there a way of having this object render so vehicle crew can actually see it?
  12. Thanks for the reply. I suspected as much - when we were in the vehicle in 1st person, we caught sight of it outside even though it was inside. I remember similar stuff happening when sitting in the back of one of your Chinooks with the ramp down and another player ran into the cargo bay from the outside.... giant players rendered outside. 🙂
  13. Tankbuster

    Missile camera troubles

    Thanks mate. This may or may not be ready for us to play this weekend. It's not adapted for multiplayer at the moment. The camera is attached to the missile after the roll has been corrected. The 'poor citizens of Abdera' were harbouring CSAT forces. You know... you've played that town with us and you know how tough it can be. The mission was spawning enemy assets while the missile was in flight. You can see that the map was empty of markers when I called in the cruise missile, but by the time it's at the end of it's flight, in the last few frames, you can see there's a roadblock where the missile impacts.
  14. I'd be surprised if that wasn't suggested at some point, even if it's not documented here. Ransack is very much a blunt weapon here, but given the OP had been struggling for so long, you can't blame him for deploying it. I'll bet good money that says a script or addon was being loaded by the game and that Ransack cleared it out. Exactly what script or addon... we'll never know.
  15. Tankbuster

    Missile camera troubles

    setVectorUp fixed the aircraft roll issue. Here's the finished thing.
  16. Tankbuster

    Missile camera troubles

    OK, I fixed it - I think. I needed to attachto the camera to the missile. The attachto offset didn't make much sense and the missile always flies with a random amount of roll applied. The air intake is supposed to be underneath, but it usually flies with the airframe rolled so the intake is on the side of the hull. Here you can see the aircraft is rolled 90 degrees left wing down as the air intake is on the right hand side.
  17. Seriously, if you're after extra frames, you're wasting your money. Replacing the CPU isn't going to do it. It's just possible your RAM isn't quite properly srt up. I'm told these Ryzens like to have their RAM trimmed up nicely, but I know nothing more on the subject.
  18. It seems I did you a disservice, accusing you of being a bunnyhopper 🙂 Apologies. An M.2 won't really help with FPS, but it will help with overall smoothness and loading times of both textures and missions. I'd recommend one.
  19. The game is as optimised as it can be - we're using an old game engine here. I wouldn't bother with hyperthreading and core counting and such like, they'll make no difference.You won't get more than 60 FPS in a complex mission in city areas - that's just how it is. But ask yourself, do you need more than 60 FPS? If you're used to Call of Warface: Elite Edition or Sniper Twitchshooter Warfare Remastered with the bunnyhop mod, then yes, 30 FPS is going to feel odd, but this isn't those games. Arma3 tests your tactical planning, your spatial awareness of your team , your teamwork, your communications skills, your ability to let someone else take the shot, your patience, your ability and willingness to wait, prone, for that one fella to come back around on patrol so your can brass him up from 1500m away. It doesn't test your ability to hold the third person aimpoint on a ghosted outline that is behind a wall, while leaping sideways and doing 3 magazine changes. Oh... I might have got a bit carried away there. 🙂 Don't get me wrong, I enjoy Sniper Twitchshooter 11 as much as the next fella, but A3 is different. To use a horrible phrase my boss uses and makes me want to kill her, 'manage your expectations'.
  20. Tankbuster

    Really bright fire support

    The game engine really doesn't do what you want. You can't have illumination flares do that. Its a shame because arma2 did it beautifully.
  21. Tankbuster

    Spawning a convoy

    Pah. You are a lightweight, @pierremgi 🙂 If you are spawning it in script, check your intended route isn't borked using calculatePath. find a roadpiece at the convoy spawn point, spawn a vehicle there, get the next roadpiece, spawn another vehicle, set the direction according to the direction of the road. Put a driver in each, add them all to the same group (In Ifrits and Marids, you'll need to add the gunners to the driver group too). Put them in safe behaviour mode, separation and limitspeed as you said, safe behaviour, disable their autocombat (leave the rest on) , allowcrewin immobile true and setunloadincombat false false, forcefollowroad true. Give them a single waypoint, job done. Sometimes at the start they'll get a bit confused but they'll get going eventually (perhaps a minute or two). The order of the convoy doesn't matter. It just doesnt. 🙂 If you are adding cargo crw, make them a different group. There's a few other tricks going on, but those are not in use in this video. I check if they are alive and have a waypoint but not moved 10m for 30 seconds, then i give them a setvelocityspace nudge if there is nothing in front. This usually gets them going alhough it looks ugly so I stop doing that when players are nearby. If the convoy gets split up, lower the limit speed of the front vehicle. 9 out of 10 of my convoys reach their destination. It's best to use no more than 6 vehicles, but I have had 15 vehicle convoys working.
  22. There's a mod unintentionally loaded or a script running. There's no way this is hardware related.
  23. Tankbuster

    Authority 20 player coop.

    Mission updated to 1.14.4266. Download links from Google Drive on first page. This version adds the barricade defend secondary mission as it's now finished and QA'd. Also, the enemy might land an aircraft on the roof of the building during the assault. It also adds another secondary mission, Runway Wreck Clear where players are tasked with pushing wrecks and ruins off the airbase runways and taxiways. This mission only spawns once. The airdrop aircraft maker has had some tweaks and the Primary Target roadblocks should be spawned more reliably. Various bug fixes and optimisations. Changelog below
  24. Guys, I'm adding some functionality to fnc_findsafepos. I've copied the function code and made a new function with it, adding my code. But when a player joins the mission, the server crashes with I know what this means, it is looking in the directory where my version of the function is and obviously, it's not there. #include "..\paramsCheck.inc" So, where is it actually and can I change the include statement so that it successfully finds it? Or do I have to find and put a copy of paramsCheck.inc in there? Thanks, Paul.
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