barbolani
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Everything posted by barbolani
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ACE3 - A collaborative merger between AGM, CSE, and ACE
barbolani replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi! Question: Is ACE removing killed eventHandlers? I have some bug on my misión when ACE is present and I am starting to think ACE changed/removed them. -
Thanks!
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[Conditions] delete side-units in a loop
barbolani replied to Dreadleif's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I asume you are trying to build your own spawn system. If so, it is more complex than what you think. For example: what if some areas overlap? What if you conquered the área? What if on an ovelaped área there are spawned defensive BLUFORS which are making not to despawn? Check EOS code which is the first reference to it (but not the best, the best is mine :) ) -
Detected by Opfor vs Knowsabout
barbolani replied to jandrews's topic in ARMA 3 - MISSION EDITING & SCRIPTING
First: why use trigger params if what you want to check is the knowsabout? Just forget about the this thing, detected by etc.. Second: better formulation and use of parenthesis: isServer && ((_unitname knowsAbout player) > 0) Not meaning your code won't do the same, but just in case... Third: I asume you are using a global variable for the commander, not _unitname, as it will drop error in a trigger. You must use a global variable, and of course, not to use a reserved command name, such as, "commander"... use other, like, for example "boss". Fourth: check knowsabout command in the biki. It makes a reference of result values. Typically the magic number is 1.4 which represents "I know more or less where you are and I know you are an enemy", more than that represents more information, and let's say 4 is total knowledge: "I know exactly where you are, I see you. You are a BLUFOR medic, you are pointing 347,28º, you have a pistol in your hand, your wife has moustache" So: isServer and ((boss knowsAbout player) > 1.4) as condition in trigger will do the trick -
Ok now I must ask you to copy paste this (sorry, I have no HC to try) hint format ["Allplayers: %1\nAllplayers - HC: %2", allPlayers, allPlayers-hcArray]; Should list everyone connected + the HC and in other line only humans connected. If works, I'm really lost on what's happening :)
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thanks, will check it! EDIT: Uh, the HC are supposed to be out of the count. Please: type in the console: hint format ["%1",hcArray] and tell me what appears on top right screen. There should appear something like [HC1,HC2,HC3] if it appears a [] then the HC have been not activated or detected or whatever..
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Thanks! will check it!
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playSound3d, mission path,steam
barbolani replied to barbolani's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Sorry to bump this, but still don't find any solution and it seems it got lost among the other thousand issues are nowdays happening in the edition world (which is good!!!) -
Hi! I use playSound3d for some effects, just because AFAIK is the best MP compatible. I use the method posted on biki about missionPath etc.. Well, it seems to work well except when you play as client on dedi in a steam downloaded version. There, client's .rpt is flooded with this: 21:41:12 Audio Stream: Cannot load sound 'steamMPMission\__cur_mp.Altis\Music\dog_bark02.wss' As I don't se a "My Documents" etc.. I suppose the mission path in a Steam version is changed by anything. To know the mission path, I use this code from biki: missionPath = [(str missionConfigFile), 0, -15] call BIS_fnc_trimString; Is there any possible workaround? I would like to avoid a remoteExec + say3d, as the playsound3d works fine with distances etc.. Thanks in advance.
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Couple days ago, but generally speaking I'm constantly updating with features and bugfixes.
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Well, if it works with 1 should work with 3, as the load balancing is not complex (1 HC for garrisons, 1 for attack units and 1 for civilians)
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I am linux server retarded, you should search for a profile vars: .vars.Arma3Profile file, but I remember Linux had something different (can't tell you right now)
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Uhm, please send the .rpt of all the HC + server please. It seems you had a massive surrender, and that can happen, of course, but the lack of action is something bad. The lack of spawning is even worse.
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looking for a revive script that is game save compatible with AI.
barbolani replied to avibird 1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Not sure. The best public revive, AI compatible, IMHO is BTC Revive. Try that, Has some small limitations but I used it a lot in the past. -
Deleting all dropped items for spawned units in SIDE
barbolani replied to Dreadleif's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Because you are confusing vehicle classnames with item/magazine classnames. Things like "16Rnd_9x21_Mag" are magazine classnames, and are used with commands like addMagazineCargo, that's not an object you can place in the map. Look at what says the biki in createVehicle: (type is the name of the subclass in CfgVehicles) This is, between brackets you have to put a vehicle classnames. For example to create a zodiak: "C_Rubberboat" But for example this is a vehicle classname of a weapon: "Weapon_arifle_MXC_F" Thats the vehicle classname for the rifle on the floor, but not the classname to add it to your inventory, understand? -
Yes, and it is in a to-do list and seems quite good. But regarding this mission I rather stick to official content.
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I know. It's just is amazing for me how people asks more for a vtol plane than for a better AI in CQB for example.... I am the kind of guy that thinks on Arma about an infantry simulator, more or less gamey. Planes are great for AI giving support, but the real fun is with your feet on the ground. Specially if you are a barely armed polinesian in the middle of the jungle fighting against any hi tech superpower.
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I really wish they don't spend a single minute on any aircraft and really hope they spend it on AI improvements, specially with the jungle fights we have ahead.
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Deleting all dropped items for spawned units in SIDE
barbolani replied to Dreadleif's topic in ARMA 3 - MISSION EDITING & SCRIPTING
f2k sel is true, thanks. Check createVehicle command in biki. In bodyManagement.sqf, right before unit deletion: _randomItem = createVehicle [["itemclassname1","itemclassname2","itemclassnameN"] call BIS_fnc_selectRandom,position _unit,[],0,"CAN_COLLIDE"]; sleep 60; deleteVehicle _randomItem;//so it gets deleted someday "ItemClassName1" is the Ãtem class you may find in cfgVehicles, it can be a car, a backpack, whatever... -
[CODE SNIPPET] Extracting full classes from config
barbolani replied to dreadedentity's topic in ARMA 3 - MISSION EDITING & SCRIPTING
That's why I am dialog retarded, I care about my health... I really wait with expectation those tuts. My dialogs are near shit. -
foreach: _x - undefined variable. ???
barbolani replied to t.a.6's topic in ARMA 3 - MISSION EDITING & SCRIPTING
just don't name _x the variable inside the spawn scope, as it is reserved, name it _soldier or whatever -
Floodlight please help
barbolani replied to TAW_Yonose's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Post in MCC's -
Counting mines in list
barbolani replied to jcae2798's topic in ARMA 3 - MISSION EDITING & SCRIPTING
larrows code is allways the cleanest But performance wise, I think ONLY THIS TIME, I have something better. I will dare to try. A GL with this on it's init field: mineArray = []; {if (_x distance this < desiredDistance) then {mineArray pushBack _x}} forEach allMines;// this way we only iterate through a small number of mines and not the whole mission mines. No looped searches, no looped allMines. Now in the trigger: {if (mineActive _x) exitWith {1}} count mineArray == 0; This said will not check if someone has planted a new mine in the zone we want it clean but.... fastest? -
Deleting all dropped items for spawned units in SIDE
barbolani replied to Dreadleif's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Exactly. But promise me you will try to understand each line of code. I am not testing this, but you will be able to make it work: spawn script: while {true} do { sleep 600 + random 1200; _grp = createGroup EAST; for "_i" from 1 to round (random 10) do { _soldier = _grp createUnit ["O_HeavyGunner_F",(getmarkerpos "spawnguard"),[],0,"NONE"]; _soldier addHeadgear "H_HelmetB_desert"; _soldier forceAddUniform "U_BG_leader"; } _wp = _grp addWaypoint [getMarkerPos "spawnguardgo",0]; {_x addEventHandler ["Killed",[_this select 0] execVM "bodyManagement.sqf"]} forEach units _grp; };   "bodyManagement.sqf": _unit = _this select 0; removeallweapons _unit; removeallassigneditems _unit; removeheadgear _unit; clearmagazinecargo _unit; sleep 60; deletevehicle _unit; Now about the money, prizes etc.. I haven't played that so I cannot tell you. The easiest way, instead of adding any item or weapon on the dead body is to give money to the player. Then setVariable is your command. There was a nice tutorial around explaining this command with a driving license for players, can't remember the name or author but was fantastic. Check that. -
Deleting all dropped items for spawned units in SIDE
barbolani replied to Dreadleif's topic in ARMA 3 - MISSION EDITING & SCRIPTING
ok, so you want those soldiers to get deleted and leave some ammo on the floor, Wolfenstein style, isn't it? I need to be at home to give you the right solution, but is on the way I told you in my first post, so you can do some homework: check createVehicle command on biki (works like createUnit, easier indeed) and try to create a car in the position of the CSAT corpse. Is not that hard once you reached today's status. Anyway: do you really like the idea? I mean: some ammo in the floor is hard to be seen for the players. Dead bodies do not compsume much CPU, so, if you want to give the players a "prize" for killing enemies, I think is enough with the dead men inventory... isn't it? And if we talk about realism... BTW letme say when I was 1 month scripting I was far far behind you are now.