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Everything posted by beno_83au
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No, as Arma 3 is not set in the present. But there are mods that cover that, and many other, time periods.
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Compilation List of my GF Scripts - Mods
beno_83au replied to GEORGE FLOROS GR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@Gunter Severloh I've been here since almost the very beginning, started on the demo the moment it came out on CD (old PC PowerPlay) and the full game the moment it arrived in store, and ended up here shortly after. Seen many come and go, not always under the best of circumstances. It's nice to see recognition like this, like with Bushlurker's statue. Good post.- 450 replies
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- compilation
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terrain Chernarus Redux [WIP Release]
beno_83au replied to AxiosODST's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Try grabbing them with nearestTerrainObjects if nearestObjects isn't picking them up.- 269 replies
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terrain Chernarus Redux [WIP Release]
beno_83au replied to AxiosODST's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@GODSPEEDSNAKE Have you tried just turning them off? https://community.bistudio.com/wiki/switchLight- 269 replies
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I'm not familiar with the process behind IFA3's paradrop, but if the above is correct then just save the crew into a variable before they stand up, and use that with forEach. Just don't forget the difference between local and global variables and their usage.
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- eden editor
- ifa3_liberation
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As an idiot when it comes to recording/YouTubing I can also vouch for OBS 😁
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_cpbSoundNumber = random count _cpbSoundList; This is getting a random number that is almost always going to have a decimal, and I don't know how well select goes with that. But also, it looks like there's 9 sounds there (sorry, I'm on my phone) and so running random on 9 could result in a number greater than 8, which is a problem because arrays are counted from a 0 index. So if soundNumber were to be 9 (again, decimals and select, never done it) then select will try and select a non-existing array index. Easy solution, use https://community.bistudio.com/wiki/selectRandom to pick the sound file instead of counting and randomising etc.
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Working Explosion Effects
beno_83au replied to cry me a river kids's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I've used this to do breaching charges: "SmallSecondary" createVehicle _explosionPosition; Can't remember how I got it. It was ages ago but I probably just spawn a bunch of munitions until I got the explosion I liked, then check the ammo's config maybe? -
Always check the biki: https://community.bistudio.com/wiki/removeItem Turning on showScriptErrors helps too.
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- eden editor
- ace
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I've used profileNamespace for persistence on a couple of coops. Works fine.
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fade in from black with sound
beno_83au replied to Nicole_UK's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yes - https://community.bistudio.com/wiki/fadeSound Assuming you've already set it to 0 before hand, just swap your parameters above. I think that's what you're going for? -
Custom map and controls script
beno_83au replied to negaiette's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I added my own key pressed event handlers. This is where I've taken my example from, in case you want to see it in action: But I had to add my own handlers for creating and deleting markers. -
Custom map and controls script
beno_83au replied to negaiette's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ok, thanks @sarogahtyp, you put me on the spot!! 😂 Luckily though, I've made two separate map controls in my time that both work well. I have a defines.hpp that, among other things, includes this: defines.hpp Then I've created a dialog, where the last class is the one that creates the map (idc 1029): dialog.hpp: -
Steam Workshop mods folder change location?
beno_83au replied to Armaman01's topic in ARMA 3 - QUESTIONS & ANSWERS
Are you letting the download complete? I'm not sure if it downloads to the new location (HDD) or if the tool just moves the mod there after it finishes the download. I'm not entirely sure what the process is that it takes. But on one of my PCs I did have the problem that if my SSD didn't have enough free space for the mod then it wouldn't finish downloading and just fill up the SSD, whereas smaller mods would download and end up on the other drive. Maybe try a smaller mod first if that is the case. -
Multiple Item Replacements (Help)
beno_83au replied to Rosso777's topic in ARMA 3 - MISSION EDITING & SCRIPTING
To be fair, initially I thought he was going for >= but just the experience of using the command helped. But I usually go to the wiki an embarrassing amount 😁 -
Hello, been sitting on this one for a while now but here it is. This script will allow you to hit and sink the vanilla sub, HMS Proteus. Depending on where it is hit will depend on where it is simulated to start flooding, but will take the position of the last recorded hit when deciding where it "floods". Download the file MIL_SinkingSub.sqf from DropBox and place it in your mission folder. This needs to be run on the server and all clients, so to use this just run the below from init.sqf (or remoteExec it everywhere): nul = [_sub,_hp] execVM "MIL_SinkingSub.sqf"; _sub - the object/sub that needs to be sunk _hp - (Optional, default 1500) the "hitpoints" assigned to the sub Example: nul = [sub1] execVM "MIL_SinkingSub.sqf"; nul = [superSub,100000] execVM "MIL_SinkingSub.sqf"; This is a table with direct/indirect damage values for the weapons (taken from A-164) as a bit of a guide: Default - 1500 HP DAGR - [450,0] Shrieker AP - [435,0] Shrieker HE - [210,55] GBU 12 - [5000,1100] Guns - [180,4] And here is a video showing the effect of a sub sinking (this was taken during testing, but results are the same): The only issue I've come across while using this is with trying to lase the sub for a bomb drop, as the laser goes through the sub and registers the laser on the sea floor. So depending on how you approach, you might end up missing. NOT MY FAULT!!!! 😁 But I am open to suggestions on how to deal with that.
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Multiple Item Replacements (Help)
beno_83au replied to Rosso777's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@Rosso777 findIf returns -1 if none of those elements are found, so it'd read: > -1 As per the returned value from the wiki: -
[Release] Sinking Sub
beno_83au replied to beno_83au's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@Play3r Ahhh so that was you 😄 It uses a "HitPart" event handler, so if an explosive/bomb/projectile/etc hits it, the script registers the damage. I'm not what the damage radius is of different ammunition though. Dropping some bombs as varying distances to see what effect it has might be a good little project for me tomorrow. If you were to sink it with a diver though, you'd probably need another method that allows you to attach a bomb to the sub as this was made with airstrikes/projectile weapons in mind. I know someone did that a while ago, but I just can't remember who it was right now. -
Assuming you name your group correctly it should be just fine: ({alive _x} count (units _group)) == 0 But, depending on what you're doing it might be better to use https://community.bistudio.com/wiki/lifeState instead of alive.
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Steam Workshop mods folder change location?
beno_83au replied to Armaman01's topic in ARMA 3 - QUESTIONS & ANSWERS
Yeah, once it's set up everything functions like normal. -
Steam Workshop mods folder change location?
beno_83au replied to Armaman01's topic in ARMA 3 - QUESTIONS & ANSWERS
Yes. I keep this link bookmarked, it should still work. Step-by-step instructions in there for you: -
Suggestions for DayZ game
beno_83au replied to Filip Roszka's topic in BOHEMIA INTERACTIVE - GENERAL
You guys really should read the thread before posting..... you'd only have to read as far as the very first reply.- 40 replies
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BIS_fnc_compatibleMagazines and _muzzle
beno_83au posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello. Little bit of a time sink this one was, but when using _muzzle with BIS_fnc_compatibleMagazines, _muzzle keeps being re-defined from a string into a config entry: systemChat str ["CHECK 1",_muzzle]; //["CHECK 1","LMG_coax"] _compatMags = [_muzzle] call BIS_fnc_compatibleMagazines; systemChat str ["CHECK 2",_muzzle]; //["CHECK 2",bin\config.bin/CfgWeapons/LMG_coax] Also, trying to save _muzzle into a temporary variable results in _muzzle still being changed: _muzzleTemp = _muzzle; systemChat str ["CHECK 1",_muzzle,_muzzleTemp]; //["CHECK 1","LMG_coax","LMG_coax"] _compatMags = [_muzzleTemp] call BIS_fnc_compatibleMagazines; systemChat str ["CHECK 2",_muzzle,_muzzleTemp]; //["CHECK 2",bin\config.bin/CfgWeapons/LMG_coax,"LMG_coax"] So basically, is _muzzle a special/reserved variable? I've used it before without a problem, so I initially thought it was a bug with the function but couldn't/still can't understand why it would be, so I made a ticket for it. -
BIS_fnc_compatibleMagazines and _muzzle
beno_83au replied to beno_83au's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Nice, and thanks for the explanation. At the moment I'm working around it by saving and redefining the variable after function, but I'll see if using scriptDone after spawning makes much difference instead. -
Player handicaps possible?
beno_83au replied to Rosso777's topic in ARMA 3 - MISSION EDITING & SCRIPTING
No. In initPlayerLocal.sqf: if (getPlayerUID player == "3168468746512") then { player addEventHandler ["HandleDamage",{ params ["","","_damage"]; _damage * 0.5; }]; }; If it's just for the one player then you don't really need a switch, and an if...then should run faster anyway if you're just handling one player. If you wanted to specify differences for more than one player though, then I'd suggest a switch. On difficulty, there's things in https://community.bistudio.com/wiki/setUnitTrait that you could use, like the audible and camouflage coefs, and maybe load too. Edit: setUnitTrait might need to be run in onPlayerRespawn.sqf, not 100% sure so it'd be worth testing using one of the easier traits to test (medic/uavhacker/etc).