barbolani
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Everything posted by barbolani
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[Release] Addon-Free ArmA Radio
barbolani replied to phronk's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi! I agree with johnnyboy, adding a bool variable check to show that is easy. IMHO using a radio shouldnt be a "transparent" action on which the player just hits some button and talks, because a real radio usage means to pick some device, drop your weapon or hold it with one hand etc... A radio picture bothering in half of the screen may help to simulate that. EDIT: Really excited to see if BIS makes the command you asked for. -
AddAction multiplayer for allplayers
barbolani replied to unidad2pete's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi! Nice to see you are an Antistasi player :) I suggest you a much easier solution. Put a "HandleDamage" EH to the plane. Make a check inside the EH if the amo type a Titan type, and make the plane invulnerable if so. BTW: My suggestion is not to put limits to what players can do. If they can solve the misión with a titan or a lucky arty round, why not? -
Possible solutions to avoid very ulgy loops and things like nearentities: To know the vehicle which is colliding with the razor, as in your tests it seems to return the driver, just a simple check like "If (vehicle _this select 1 != _this select 1)" will confirm the thing is touching the razor is not a soldier, from there, you can assign a variable to the car, like "_car = vehicle (_this select 1); If (_car isKindOf "Car") then {do stuff}" Is very simple and will do the trick. For the second issue, my suggestion is to place the razor wire dig in land, like wire setPosATL [getPosATL razor select 0,getPosATL razor select 1,-0.5] play with the third param to have a nice visual and from there test if the EH fires.
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Jets CAS to attack infantry
barbolani replied to _SCAR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
The OP is using a spawned laser designator target and it does not matter if the plane knowsabout the soldiers to which is attached to. Question: Have you tried to reveal the laser target? -
Overthrow Mod - dynamic revolution simulator (BETA) [SP/CO16]
barbolani replied to foofski's topic in ARMA 3 - USER MISSIONS
Glad to see there is some "Antistasi School" :) -
Jets - Sensor overhaul (Radars, IRs, Lazors, PGMs)
barbolani replied to oukej's topic in ARMA 3 - DEVELOPMENT BRANCH
Thanks!- 954 replies
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- electronic warfare
- radar
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Fog does not tell you how foggy is today
barbolani posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi! I'm back to Arma scripting :) I want to make a dynamic AI decision on wether attack or not depending on several parameters. One of them is the fog state, which you know in Tanoa is important. Ok, fog command does not tell you how foggy is the day, you may have 0.1 in return but due to the other params, you cant see a shit. I played a bit with fogParams but I am not really getting what to tell the script to check to return is foggy or not. It seems it depends much more on how close to zero is the second param than the first one. Any tip around? Thanks in advance! -
Jets - Sensor overhaul (Radars, IRs, Lazors, PGMs)
barbolani replied to oukej's topic in ARMA 3 - DEVELOPMENT BRANCH
Hi! Regarding Data Link feature, If I understood well , it is like revealing all the known targets to other vehicles of the same side. I am making tests being a tank, having an enemy car on my back and a friendly helicopter flying around. Nothing appears, nothing gets revealed.- 954 replies
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- electronic warfare
- radar
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Fog does not tell you how foggy is today
barbolani replied to barbolani's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi! After correcting an small typo is it seems to work! The problem now: When using non ASL comparisons returns allways zero. I am not understanding why but I need to use this comparing marker position (third array param is zero) and a sample position. Something like this: _pos1 = getMarkerPos "marker_to_attack"; _pos2 = _pos1 getPos [100,0]; _result = [_pos1,_pos2] call fogCheck; if (_result >0.3) then {attack!} else {dont attack!}; EDIT: Yes, I'm stupid :) Z coord. is a must to know if it's foggy on the target position or not. Will build the function creating a roadcone or whatever thing in the marker position until I find some way to know the ASL position of the ground level of a marker position. Thank you! -
[SP/MP] Antistasi - Warlords of the Pacific
barbolani replied to barbolani's topic in ARMA 3 - USER MISSIONS
About Antistasi, please asl to the Antistasi team :) On Warlords, not yet, but I doubt the switch faction will also contain such an argument switch too :( -
Fog does not tell you how foggy is today
barbolani replied to barbolani's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Wow! First of all, I am the kind of guy with very basic math, so I got lost too early. I conducted some tests with combinations of all the possible patterns without getting a clear idea on what equation was behind, but never thought it was that complex with all those letters and numbers :) What kind of number returns your function? My intention is to know if there is good weather to perform an assault, so I dont need ultra precise parameters, if a soldier cannot see clearly more than 200 meters on the target position, then dont attack, but I dont care if its 150, or 300... -
Fog does not tell you how foggy is today
barbolani replied to barbolani's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Im afraid you are not understanding me. I dont want to change the fog. Fog param getter commands work well with the engine fog, didn't touch anything on the weather settings and work well. Dont want to set anything. What I want to know if it is a foggy day or not. If you just say: if (fog > 0.5) then {hint "Today is a foggy day!"} you will see the hint in clear air sometimes. If you pick data from fogParams you see the first param does not really affect on fog presence but a combination of the second and third param are the ones that make you experience fog depending on where you are. EDIT: fog == fogParams select 0, useless command. -
Fog does not tell you how foggy is today
barbolani replied to barbolani's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I am not setting fog, I am trying to know the fog status, but as I said, fog returns a number which is not really reliable to know if there is or not, big fog because of the other params seem to me more important. -
How to stop vehicles from using footpaths?
barbolani replied to Clayman's topic in ARMA 3 - MISSION EDITING & SCRIPTING
AFAIK no. I have the same issue and I had to heavy script waypoints to use main roads on convoys. -
[SP/MP] Antistasi - Warlords of the Pacific
barbolani replied to barbolani's topic in ARMA 3 - USER MISSIONS
Check the changelog on steam and you will see... And still improving!!! -
[SP/MP] Antistasi - Warlords of the Pacific
barbolani replied to barbolani's topic in ARMA 3 - USER MISSIONS
Hi! Mission under development again and on Alpha stage!! Stay tuned! -
Hello all!
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Hello friends, I worked on a dynamic-anywhere convoy mission script. Any destiny x Kmts away from any origin. In Antistasi, works pretty well. The convoy is composed in three vehicles. In order to spawn them correctly, facing the right direction, so the vehicles when spawn don't get messed up making maneuvers, turning back etc.. I need to spawn them in a road end. The only type of site which has 100% sure a road end are mil bases (the closest section to the base center), so problem solved. But in order to give more variety to this, I'm asking you if you know any other way to know if some section is a road end. Maybe using roadsConnectedTo and if it returns an array with one element, then that's the one, but maybe the script it's so heavy. Any other ideas? Thanks in advance!
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The whole match data is saved in the server, so, no matter what your friend has, at least things like unlocked weapons, FIA money etc.. should be saved. When you say "it works for me when I do it on my own" you mean in the same environment, server etc.. or doing it in another pc or server on your own? If it's on the same platform, it's very weird. If not, then it is something about the server config and server profile. Your server has a profile?
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Removing Bushes and Trees
barbolani replied to p_siddy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
hideObject is very tricky in MP, if that's your case, be sure to use hideObjectGlobal and only from the server. -
Does Headless Client Need Apex For Tanoa Mission?
barbolani replied to rekkless's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks! -
Additionally to what KK's says, if the return was nil you would have error, not only because of the brackets, but also because you are checking null before nil. Correct code should be: if (isnil "_toevac" ) exitWith {}; if (isnull _toevac ) exitWith {}; Also this: if (_toevac == objNull ) exitWith {}; will return allways false, as objNull never equals to anything, to check if something is null, it's isNull command.
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Does Headless Client Need Apex For Tanoa Mission?
barbolani replied to rekkless's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Does this mean everyone should run a HC in their PC even playing on solo MP? This will benefit AI? -
[SP/MP] Antistasi - Warlords of the Pacific
barbolani replied to barbolani's topic in ARMA 3 - USER MISSIONS
I could script something to check the fog level and not allowing it to reach some point but... Don't you think this makes the game more interesting? I mean, I see AI having the same trouble than humans (more or less) so fog can be an advantage in a tactical sense.... -
[SP/MP] Antistasi - Warlords of the Pacific
barbolani replied to barbolani's topic in ARMA 3 - USER MISSIONS
Neither respawning. In order to be realistic you should commit suicide after being killed in game ;) If you reproduce this error in SP, then that's not the cause. Can you confirm? It's how BIS coded Tanoa, with very heavy fogs. Waiting for 8 hours should do the trick, as engine seems to have some forcé weather change when skiptime is done. Be patient as fog needs some time to dissapear.