barbolani
Member-
Content Count
1197 -
Joined
-
Last visited
-
Medals
Everything posted by barbolani
-
Thanks Rydygier, the prices will be shown in the buttons. Parked cars, tested a deployment with getdir and is a bit uglier, dont know why... A better "unstuck" convoy script in a to-do list.
-
Thanks, Ill do some investigations about tooltip. About the statistics thing too. I never gessed a road segment could have dir, :), makes the script less heavy, will investigate too.
-
Thanks for taking your time man, not everyday I have reports from players with scripting knowledge. Messed with crtlSetTooltip and that's something beyond my knowledge. I wish someone publishes the "non beginner tutorial for dialogs", and then I will put some effort on that, because as you see, everything is very basic, just buttons. About statistics: I added a shadow = true (the code at dialogs.hpp is copypasted from the tutorial in YouTube) but, as I'm shit with that, I can see no difference. Parked cars: I use roadsConnected to to calculate the relative angle and position of the car from the selected road section. Delivery truck: noted, I have a nice idea, it's a supply truck, you did the supply, truck is out of fuel.... Unstuck vehicles: Did it on early stages, but in some rare cases it worked as supposed to. Corner stuck vehicles change their positions indeed, slighlty, but they change, as the driver is forward-backward in their eternal stupid loop. In some other situations the vehicle really crushed in something and who was hurt is the driver. Well, that things happen in real war so I decided to give the players the chance of an easy prey when that happens. About the .rpt: Nothing to worry. The HC command hasnt linked any unit on early begining of the misión, but after that Works well. UPSMon, well, as those errors are not giving any issue, I'd rather not to mess with that. The serialisation, yes, has something with that, but as I am display/dialog retarded, I couldn't do anything but enabling a statistics reinit on the Y menú. ---------- Post added at 22:58 ---------- Previous post was at 22:32 ---------- thanks gulfy, and sorry, I missed your post. Found reinitY had this: (findDisplay 46) displayRemoveAllEventHandlers "KeyDown"; I think that was the problem. Removed on the next release.
-
Hello! Thanks neofit and Rydygier for your long comments and AAR! @nefoit: spawn system Works on distance basis, and yes, it doesen't have a "cache" except for AAF roadblocks. If you get far from any zone, and turn back, all the units will be there again (or more, or less, depending on lots of params), is just like "you gave the enemy time to reinfornce the zone". nearby: in the zone area, let's say a poweplant, there must be some hidden units in the buildings covered by the whole powerplant. Also: spawn distance can be changed in game, mÃnimum is 1Kmt, so not so much "spawn in your nose" may happen. Go to game options in the map and change it to the size you want. @Rydygier: Pricing: I have a problema with that. Prices are not fixed as depend on a few params. My skills regarding dialogs are very low, so when I asked for help in the fórums, in order to have contextual widnows with dynamic text, nobody could help (maybe it's imposible) Display: by night a black color has the same problem. I can change it depending on daytime. Undercover: Civ vehicles make a difference. If you mount a mil vehicle, no undercover. The conditions are based in outfit, vehicles, distance to be spotted, and knowsabout to be un-spotted. Delivery truck: had to delete it so players don't mess between trucks of finished missions and new mission spawned trucks. Parked cars: happens sometimes when a road segment has maybe 3 roadsConnectedTo, it is on the side of two segments but in the middle of the third. Will change that so those positions are ignored. About the convoy: despite convoys have some scripts to protect vehicles damage on the wheels from incompetent AI drivers, seems the AI made heavy damage to the truck or something like that.
-
Yes, I got it, the problem with trimString is my server init is now very loaded, and make that check will take a bit more time, I was wondering, as my init is messing now with the weapon configs, there was some param on them to know the side of the weapon.
-
Hi, I think it was something related to special key bindings which I tried to solve a patch ago. Try now and tell me the results.
-
wow, thanks man!
-
Is there any automated way to know the faction which belongs the weapon, you know, Katibas are CSAT weapons etc...
-
OMG you opened a new world to me.
-
A bit out of the thread but not so much. Scopes affect AI accurancy?
-
Oh please do it! I ve been searching for an automated "all the weapons in an array depending on if they are assault rifles or sniper etc.." snippet for a long time. It's a pity isKindOf does not work with weapons!
-
Know type Of units from cfgGroups
barbolani replied to barbolani's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks, this plus what I could "steal" from bis_fnc_spawngroup solved the issue, thanks a lot! -
Hello! I know there is a way to do it, but it is beyond my knowledge right now. I use to spawn groups the BIS_fnc_spawnGroup, for example: _grupo = [_posorigen, EAST, (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> "OIA_InfSquad")] call BIS_Fnc_spawnGroup; It's because I have a table of costs for each type of units, and when the player buys one group in Antistasi, I'm calculating the total cost with the DIRTY trick of really spawning it, and calculating the cost in a foreach units group. I want to do it better, without spawning (because now, If player hasnt enough money, I hace to spawn and despawn the group). Thanks in advance!
-
YET ANOTHER player = undercover as civ scripting?
barbolani replied to oktyabr's topic in ARMA 3 - MISSION EDITING & SCRIPTING
My undercover script, maybe it's useful for you. I use it in Antistasi. _arrayCivVeh = arrayCivVeh + ["B_G_Quadbike_01_F"]; while {true} do { waitUntil {sleep 1;((vehicle player == player) or ((typeOf (vehicle player) in _arrayCivVeh))) and ({((side _x== EAST) or (side _x== independent)) and (_x knowsAbout player > 1.4)} count allUnits == 0) and (secondaryWeapon player == "") and (primaryWeapon player == "") and (handgunWeapon player == "") and (vest player == "")}; player setCaptive true; hint "You are in Undercover Mode"; waitUntil {sleep 1;((vehicle player != player) and (not (typeOf (vehicle player) in _arrayCivVeh))) or ({((side _x== EAST) or (side _x== independent)) and (_x distance player < 30)} count allUnits > 0) or (secondaryWeapon player != "") or (primaryWeapon player != "") or (handgunWeapon player != "") or (vest player != "") or (!captive player)}; player setCaptive false; hint "You are no longer in Undercover Mode"; waitUntil {sleep 1; ({((side _x== EAST) or (side _x== independent)) and (_x knowsAbout player > 0) and (_x distance player < 500)} count allUnits == 0)}; sleep 60; }; _arrayCivVeh is composed with the classnames of all the civilian vehicles. The player will be undercover if he has no weapons in hand, no vest, is not mounted in a military vehicle and it's not close enough to enemy troops. -
[SP/MP] Dynamic Whole Map ArmA3 Missions by SaOk
barbolani replied to SaOk's topic in ARMA 3 - USER MISSIONS
Saok, just a thought: understanding your dissapointment maybe you commited a big mistake. You were Beethoven contesting in Eurovision. You are ( for me and other mission makers ) one of the top mission makers and probably scriptors, but that wasnt a contest for that. Yes, they probably played for half an hour ( and I think your mission cannot be totally understood in half an hour) had their quick impressions and judged all the work in a mood which is not proper for a mission like this. Just like Beethoven loosing against Dana International. Maybe you had put a lot of effort on something you couldnt win from minute zero. So, please, dont get angry, just work on this as you allways worked, because you think your mission is a must in the Arma environment and you are the only one who can do it. -
@DemonLordy: I don't understand well. A commander is mandatory, if nobody has joined the slot, game will select one as commander anyway. So the commander will be able to recruit squads. About resources: The idea is to play fully coop, so the resoruces work as pool, everybody has Access to HR and money, they are only limited on what they can do with them. If I personalise resources, well, the system would have it's failures, such as, who is the owner of the HR boost when a Refugees Evac mission is succesful? The pool system is not perfect, as a troll can do weird things, but it's better tan other options.
-
[SP/MP] Dynamic Whole Map ArmA3 Missions by SaOk
barbolani replied to SaOk's topic in ARMA 3 - USER MISSIONS
WHAT???? First: your mission deserves winning this. I am not meaning the others are bad, but you really made something different. You, and a guy that made a great mission in the OFP times, inspired me to make Antistasi as you have raised a lot the horizon of "what can be done with the Arma Editor". I'm really sorry to see this. -
Good news: found the bug. Next hotfix will correct this (couple hours as much) Bad news: the Petros thing. When Petros goes to hiking the trick to recover him is what you made. If there is no Petros around, mission should get failed. Did you killed the CSAT team?
-
Thanks DemonLordy: yes, I miss that too, but my scripting skills are low regarding dialogs and menus, I want to put a contextual text with the Price when you position the mouse on each button, but no luck yet and support from the community on this affair is very low. ---------- Post added at 15:28 ---------- Previous post was at 15:26 ---------- @Camcito: detected the issue but not the cause, that base has something bugged and game error reports says nothing, gotta make a lot of I+D to solve this.
-
Hello Tscheche, sorry but no, misión relies on having just one commander which is the only one able to do several things. There are too many scripts that check for this commander which would make the change very painful and the mission very chaotic.
-
Updated dropbox just yesterday, and BTW I tested to purchase a quadbike which didn't despawn after 1 minute.... Your's is the only report I have with this issue... Are you using any mod?
-
Hello! Updated versión! remus you are probably using a very old versión as this problema seems solved ages ago. Use the dropbox / steam one.
-
I'll try to reproduce an attack from that base to the pier and factory and see if AI gets stuck at some point. Thanks!
-
Hi Camcit0! Probably what happened is AAF had some pathfinding issue in their way to their objective, (let's say, vehicles got stuck in some city). Anyway, the "Defend" task will automatically get won after two hours of gameplay. As AAF can only coordinate one attack, while it is in progress and stuck, you may conquer other objectives without any counterattack. About inventory issues: beside all the ammobox transfer thing, I haven't scripted anything related to inventory, so it must be weir vanilla A3 behaviour, on which I can do nothing. Only issue is when you are looting an AI and meanwhile it gets deleted (Antistasi has a body deletion script). But I think it's not your case.
-
ATM there is no support for other enemies tan AAF and CSAT