barbolani
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Everything posted by barbolani
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Had to remove the autosave every 10 minutes because I received a lot of meesages asking for it. It is impossible to have everyone happy with this :) Makes sense for me, when I have a stable version, to go for more players after performance testing, and, script a limit to AI recruitment depending on the count of present players About mods: as Im currentñy focused on stabilising (very close) I cannot make proper tests with mods. In theory, things like TFR should work with no problem. I ve seen players with mods with slight failures that I currently cannot attend, maybe in future I will make a mod compatibility matrix for the mission. But first is make it fun in vanilla. ---------- Post added at 21:30 ---------- Previous post was at 21:27 ---------- Zverofaust: performance and fps hasnt been an issue generally speaking. Game spawns no more than arund 200 units plus the ones you recruit, on standard config. Please note the most unit spawning are civilian side and under Game Options you have tools to put a limit on that. Maybe there was some script error that flooded your pc, do you have access to your .rpt and may check that if you see something weird? Youll find some UPSMon errors but they are not an issue ATM
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No, not intended :( Once you conquer a zone, HQ sends troops there to reinforce the zone. But should be the same number of troops which would garrison it normally. There are certain situations on which the reinforcing troops will not despawn and garrison troops will despawn. But anyway, as soon as you leave the place and HQ is 1km away everything should despawn.
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YES you are true. Corrected on next release!!! Give me a few minutes!
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It's how it works nowdays. If you drop equipment but get in a tank, that's everything but undercover :) Condition: no vest, no weapons in hand, enemy far from x meters, on foot or no mil vehicle.
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Right now I'm focused on checking this works perfect on Vanilla. That doesent mean no, just try it and if you have issues, post here for future improvements. Ive seen a youtube video with this mission and the guy who published was using CBA and some other clientside stuff with zero problem.
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tried also without if statement. On hosted server it is not working. Cannot test on dedi. EDIT: There must be something about setposing on local and position sync on dedicated. On a "select the position of your hq" script, executed local, things don't move where I want, when I repeat the script three times on the console, then things get placed propertly.... Execution on server may be a solution?
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Hi, On my mission I have mobile respawn (just setMarkerPos "respawn_west") and I find JIP players spawn on the editor original position, instead of in the new place. Tried lots of things, use a object position instead the marker, execute an external script on init.sqf ,onPlayerConnected, onPlayerRespawn.... nothing. JIP players have to respawn to be in the good position. Any help is welcome. Thanks!
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thanks man but no luck. Tried even this way: if ((_this select 1)) then {player setPos position mapplacedobject}; No luck. Seems a JIP client is not syncronised on marker and objects positions and uses the initial editor placed pos. Tried with a sleep 20 and seems to interrupt the script, but no error on .rpt
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No, you cannot. Game cleans all map on init. Adding those would have impact on the translate HQ scripting and everything else. If you want to have a guarded HQ, and the risks of it, when you conquer any zone with a garrison (bases, airports etc..) just move it there :) ---------- Post added at 17:41 ---------- Previous post was at 17:38 ---------- No, radio towers are the ones already placed on vanilla map. You will just have to discover them exploring the surroundings. Most of them are in outposts, but some of them are in bases, so, those bases are "inmune" to radio silence :) Also Petros may send you to destroy a radio tower if you are lucky, asking for a Destroy type mission. Anyway probably on next version I will place some markers on the map.
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Backpack content added to crate
barbolani replied to barbolani's topic in ARMA 3 - MISSION EDITING & SCRIPTING
arrrr! BIKI is my bible! But reading bibles with blind eyes.... Thanks!!! -
Hello friends, As far as I know, if a backpack is inside a crate, and the backpack itself has some content (ammo, whatever..) there is no command to know backpacks content if it is not in a soldier. Am I right?If yes, any workaround?
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they are dying and resapwning anyways :) not 100% of times, but sometimes...
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Backpack content added to crate
barbolani replied to barbolani's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'll put this in context: On Antistasi (see link below, and I'm honored if a scripting guru like you tries the mission) I have a suite of scripts to make players easily load and unload on trucks any ammocrate content. After some checks (are you in a truck? are you moving? etc..) what the script does is to store all the items in the crate, "clone" them in the truck, and vice-versa. As it uses weaponCargo, backpacks caro etc.. works fine for everything except vests and backpacks with things in them, and I'm searching a way to know the cargo in the backpack to clone it, or even better, move the backpack itself. EDIT: BTW getMagazineCargo backpack returns error: 21:35:41 Error getmagazinecargo: Tipo Vector, esperado Objeto -
Backpack content added to crate
barbolani replied to barbolani's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks Killzone: But the problem is not to know the backpack object, the problem is commands like backpackContainer or getMagazineCargo apply to units. If you apply it to a backpack object you get nothing. Put an ammobearer as player, a crate, name it "crate", clear the crate on init, put the players backpack, on console: backpacks = everyContainer crate; backpack = backpacks select 0; hint format ["%1",backpackContainer backpack].. says nothing. Debugging backpack is ok.. -
Not sure: this is what I've got: btc_qr_ik_headshot = false; //No revive if headshot btc_qr_ik_heavy_damage = false; //No revive if heave damage (eg big explosion) So to 100% revive without respawn should be set to true?
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Hello gillaustio! I used this script on my Antistasi mission, check below. You are on creds!!! Players notice it is not impossible to die even with all the headshot / big explosion disabled. Is this a limitation of handledamage or am I doing something wrong?
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Guys, I must hurry, take a plane in a few minutes. Undercover: see briefing, drop weapons and vest, no enemies close and should work.
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Thanks zonker, All those bugs (yes bugs, no game engine) are corrected. I had some challenge on development for Dedi Server + AI control + respawn + spawning system as I'm alone and I cannot check well lots of things. The good news is: everything you list (and much more) has been corrected, plus lots of new features. Briefing has been extended too. The other main character, Petros, is the AI officer beside the campfire. When you use the "Move HQ" option, Petros joins you, and you can rebuild your HQ using an action attached to Petros itself. About Conquering, well, that was in briefing notes. Cities cannot be conquered. There is a Civil Support System in this mission. You cannot own a city if it's people hate you (at least hate you more than AAF). Other zones such as resources, powerplants, bases etc.. are "conquerable" and smaller zones just get deleted when you kill the garrison.
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Updated Steam version with Undercover Operations mode and a few small bugfixes.
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Hi! Yes, I will submit them ASAP. I had serious trouble on Dedi server which took me around 8 hours testing, at the end: it was the freaking bis introshot :) Lots of new features implemented! POW Interrogation / recruitment, Radio Network which you can destroy / capture in order to disturb enemy counterattacks and much to come!!!!
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Hi, I have an array of buildings with this method: First, I have a few positions: _posAntenas = [[16085.1,16998,7.08781],[14451.5,16338,0.000358582],[15346.7,15894,-3.62396e-005],[9496.2,19318.5,0.601898],[20944.9,19280.9,0.201118],[17856.7,11734.1,0.863045],[20642.7,20107.7,0.236603],[9222.87,19249.1,0.0348206],[18709.3,10222.5,0.716034],[6840.97,16163.4,0.0137177],[19319.8,9717.04,0.215622],[19351.9,9693.04,0.639175],[10316.6,8703.94,0.0508728],[8268.76,10051.6,0.0100708],[4583.61,15401.1,0.262543],[4555.65,15383.2,0.0271606],[4263.82,20664.1,-0.0102234],[26274.6,22188.1,0.0139847],[26455.4,22166.3,0.0223694]]; antenas = []; for "_i" from 0 to (count _posantenas - 1) do { _antenaProv = nearestObjects [_posantenas select _i,["Land_TTowerBig_1_F","Land_TTowerBig_2_F","Land_Communication_F"], 25]; if (count _antenaProv > 0) then { _antena = _antenaProv select 0; antenas = antenas + [_antena]; }; }; Then, when one of them gets destroyed I remove the building from the array, as simple as: {if (!alive _x) then { antenas = antenas - [_x]; [["TaskSucceeded", ["", "Radio Tower Destroyed"]],"BIS_fnc_showNotification",true] call BIS_fnc_MP; }; } forEach antenas; Everything works perfect. The bulding is deleted from the array. The problem: I use a persistent save system, which stores the array (antenas), so if I destroy one in a match, upon server restart, will compare original initialised array with new array, and if some element from the original, is not in the new, destroy it. This way: {if (not(_x in antenas)) then { _x setDamage 1; antenas = antenas - [_x]; } } forEach _newarray; Nothing happens, no error in rpt... nothing. Please gurús, help, I'm lost.
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Array of buildings problem
barbolani replied to barbolani's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yes, I initialise antenas, global variable, to store the object. I make this way so nearestobjects does not have to search all around the map, I do from copytoclipbosr ed positions. After that a script checks if you have destroyed one and removes it from the array And the problem is when I use the persistent stat saver! And I compare both arrays, in order to check if the player, in another session destroyed one, so it destroys it automatically. I solved this hard coding, made another array with destroyed antennas, store it, and then destroying them upon persistent load and removing them from the initialised array. That worked, but is everything except elegant. -
Yes, nice idea!
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Export text via script to a .txt file
barbolani replied to Linker Split's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello, maybe I'm late with this, but take a look to this magnificient piece of code, at least for me works pretty well: http://forums.bistudio.com/showthread.php?158318-Addon-Free-Stat-Save-System-Script&highlight=zooloo75 -
How to check variables inside Array
barbolani posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello friends, I noticed in my mission an error, which cause is still unknown. But, sometimes makes an array have invalid content. Let's say I have an array like: ingredients = ["Potatoes","Tomatoes"] and I commit the mistake to introduce invalid data, like ingredients = ingredients + [Apples] When I check the array it will be "Potatoes","Tomatoes",any. How I detect this and automatically clean the array? I tried things like: { If (_x == nil) then ingredients = ingredients - [_x]; } forEach ingredients; Any help?