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Varanon

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Everything posted by Varanon

  1. For my script, here's what you need to change: /* Create mines on a random road segment given position and radius. * Called like * [getMarkerPos "markRoad", 30, "APERSBoundingMine", 10] execvm "fhq_createRoadMines.sqf"; */ if (!isServer) exitWith {/* Runs only on server machine */}; private ["_position", "_radius", "_mine", "_numMines", "_i", "_current", "_roads", "_box", "_low", "_high", "_x1", "_z1", "_x2", "_z2", "_x", "_y", "_debug", "_obj"]; _position = _this select 0; _radius = _this select 1; _mine = _this select 2; _numMines = _this select 3; _debug = false; if (count _this > 4) then { _debug = _this select 4; }; _result = []; _roads = _position nearRoads _radius; _current = _roads call BIS_fnc_selectRandom; /* Find bounding box. We use this to determine the area of the road segment. * Unfortunately, the bounding boxes for map objects seem to be axis parallel * every time (i.e. not rotated with the road segment in this case), so * there is a chance that some mines are next to the road. */ _box = boundingBoxReal _current; /* Use boundingBox for Arma 2 */ _low = _box select 0; _high = _box select 1; _x1 = _low select 0; _z1 = _low select 2; _x2 = _high select 0; _z2 = _high select 2; _origin = _current modelToWorld _low; _sizeX = _x2 - _x1; _sizeY = _z2 - _z1; for "_i" from 0 to _numMines - 1 do { /* Generate random coordinates relative to the box */ _x = (_origin select 0) + ((random 1) * _sizeX); _y = (_origin select 1) + ((random 1) * _sizeY); while {!isOnRoad [_x, _y, 0]} do { _x = (_origin select 0) + ((random 1) * _sizeX); _y = (_origin select 1) + ((random 1) * _sizeY); }; _obj = createMine [_mine, [_x, _y, 0], [], 0]; _result = _result + [_obj]; if (_debug) then { _dbg = createMarker [format["debug%1%2", _x, _y], [_x, _y, 0]]; _dbg setMarkerShape "ICON"; _dbg setMarkerType "waypoint"; _dbg setMarkerSize [0.5, 0.5]; }; }; _result;
  2. Varanon

    An Honest Review

    "It will be better"... now that's what I call a silly argument. You judge by current merits, and potential. And while the potential is there, the points the OP brought up are valid points, and saying "It WILL be better" is like saying "Sit on a nail, the pain WILL go away after some time".
  3. The camera supports map-click teleport if you click on the map while in camera mode with I think ALT pressed. I didn't use splendid cam because it sometimes messes things up. For example, when replaying a unit via the BIS_fnc_unitPlay, switching to splendid camera will interrupt replay since it overrides the display unitPlay needs to get exact timing. If you want to use it, just enter "call BIS_fnc_camera" (IIRC) into an execute field and press the corresponding "L" button.
  4. Varanon

    FHQ Arma 3 COOP missions

    Thanks, guys. The mission mentioned in your post, Variable, "Plant your fields" is up next for release and likely to pop up this weekend.
  5. Varanon

    FHQ Arma 3 COOP missions

    - Added a new mission: "Flycatcher". See first post for details - Updated "A man of Faith"
  6. I'm not sure what you want to achieve exactly. Spawn a bunch of mines near a road segment, or along the road on different road segments ? I use the script below to spawn mines on a random road segment near the position given. If you want to adapt it to spawn mines on different road segments, move the code between the road selection (_current = _roads call BIS_fnc_selectRandom) up to the for loop into the for loop. Hope that helps Edit: code between road selection and for loop. /* Create mines on a random road segment given position and radius. * Called like * [getMarkerPos "markRoad", 30, "APERSBoundingMine", 10] execvm "fhq_createRoadMines.sqf"; */ if (!isServer) exitWith {/* Runs only on server machine */}; private ["_position", "_radius", "_mine", "_numMines", "_i", "_current", "_roads", "_box", "_low", "_high", "_x1", "_z1", "_x2", "_z2", "_x", "_y", "_debug"]; _position = _this select 0; _radius = _this select 1; _mine = _this select 2; _numMines = _this select 3; _debug = false; if (count _this > 4) then { _debug = _this select 4; }; _roads = _position nearRoads _radius; _current = _roads call BIS_fnc_selectRandom; /* Find bounding box. We use this to determine the area of the road segment. * Unfortunately, the bounding boxes for map objects seem to be axis parallel * every time (i.e. not rotated with the road segment in this case), so * there is a chance that some mines are next to the road. */ _box = boundingBoxReal _current; /* Use boundingBox for Arma 2 */ _low = _box select 0; _high = _box select 1; _x1 = _low select 0; _z1 = _low select 2; _x2 = _high select 0; _z2 = _high select 2; _origin = _current modelToWorld _low; _sizeX = _x2 - _x1; _sizeY = _z2 - _z1; for "_i" from 0 to _numMines - 1 do { /* Generate random coordinates relative to the box */ _x = (_origin select 0) + ((random 1) * _sizeX); _y = (_origin select 1) + ((random 1) * _sizeY); while {!isOnRoad [_x, _y, 0]} do { _x = (_origin select 0) + ((random 1) * _sizeX); _y = (_origin select 1) + ((random 1) * _sizeY); }; createMine [_mine, [_x, _y, 0], [], 0]; if (_debug) then { _dbg = createMarker [format["debug%1%2", _x, _y], [_x, _y, 0]]; _dbg setMarkerShape "ICON"; _dbg setMarkerType "waypoint"; _dbg setMarkerSize [0.5, 0.5]; }; };
  7. Varanon

    What is "True" Arma ?

    How so ? I fail to see how Arma 3 is in any way like OFP. Title music ? Sent from my Life tab via Tapatalk
  8. Varanon

    Tonal Island for Arma 3

    Yay! Good news! I loved Tonal, although it was dreadfully slow on my machine back then!
  9. Ah, I see... yeah, this is because the object is moved to the position of the mouse. I will change in so that it doesn't immediately move to the position of the mouse in 3d, but rather move relative to the original click position. I'll check if I can add that. I'm not sure it will work with merging, but should if added to the init field. Good suggestion, actually, thanks. It would be possible... I need to think about how to implement that in the UI, though Thinking about that. Yeah, I know, I'll think about it. Problem is, as I said, it's not meant as a fully fledged 3d editor, and I hope that other project will at one point make it superfluous.
  10. Thanks. I was considering undo/load, but ultimatively, it's not a fully fledged 3d editor and will likely not become one (there's another effort to that end already). I was working on a mission and needed to put up a few objects as precise as possible, and we all know that this isn't possible in the 2d editor, so I came up with the idea (that's why it's called "Object Positioning System"). Saving is done via the clipboard, it's the only way to get data out of the game without using other addons. I am contemplating adding a dll extgension to the console (among other things, I want the console to be able to interface with our ArmaDev IDE). If I go that route, I might add real file saving to it. I have to admit I don'T quite get what you mean with snapping back to the starting position. A video would definitely help. Thanks.
  11. Considering that I have to pay 110 Euro for. Battlefield 4 premium even thoug I own all pervious Battlefield games, i am not complaining about 23 Euro for DayZ Sent from my C6903 using Tapatalk
  12. Any other mods besides CBA and debug console ? It works for me, for sure
  13. Right, to clarify: The script generated by "save loadout" is too complex to be used in an init field (it uses local variables, for example). Therefore, it has to be saved into a script file and subsequently, the script file can be executed from the init field (by adding this call compile preprocessFileLineNumbers "scriptname.sqf" to the init field, or by a similar call from somewhere else (init,sqf).
  14. Varanon

    What is "True" Arma ?

    This.
  15. Hmm, works here.. can you send me the resulting script as a PM ?
  16. Strange, it uses the BIS function to spawn a weapon plus ammo, so if the weapon is there, the ammo should be there too
  17. I'll add th epossibility to use the normal movement keys in the next versioon It should automatically add 4 or so mags. You can spawn an ammo crate if you need more. I'll add adding ammo in the next version.
  18. It uses the Bulldozer movement keys for up/down/left/right/forward/backward. Got to the keyboard configuration and check the "Bulldozer" category on top.
  19. You don't actually need that script. You can use it for missions that use the debug output functionality: If you deploy the mission, but don't want to remove all the debug output, you can call this script in your init.sqf. Chances are you won't need it, so just don't unpack it, or delete it after unpacking.
  20. Seconded what was said here. WE need to have all of the previous content in a concentrated effort, otherwise, it will be chaos. I'm ready to help as much as I can.
  21. Sigh... didn't change anything at all for me, same FPS all over.
  22. Varanon

    Multiplayer dying fast??

    Now that looks nice! Will it also tell about slow running scripts ? Those are about the only thing that mission makers have a direct influence on...
  23. I would like to remark that I'm quite happy that you also release experiential features in the dev branch. Maybe it would be a good idea to generally mark those as experimental in the change log to prevent too much outcry and frustration among the community, with the discussion already quite heated in some places.
  24. Varanon

    Multiplayer dying fast??

    You can say the same about both sides, actually. Because valid points are always countered with the same non-arguments. A good idea then, would be to counter the same threads over and over again, if you want to, with the same arguments. But the key is arguments. Like, for example (getting back to the topic), you say "Statistics say otherwise anyway.?" about the dying MP topic. What statistics ? Numbers ? The only numbers I have seen here are from someone who counters the idea of a healthy MP. So if he can come up with numbers, why can't you ? That's exactly what I mean. If you think it's not so bad with MP, show numbers. Then you have a basis for comparison... "Statistics say otherwise" doesn't say anything at all I don't know. Maybe quote the statics or provide a link to it ?
  25. Varanon

    Multiplayer dying fast??

    Apologies to Neurofunker, this isn't directed specifically at you, but: It seems some people don't understand the basic idea behind those "pessimists" on the forum. People are concerned about some aspect of the game they like. Yes, they LIKE the game. Why else would they bother. You "optimists" always think that when people complain about the game, they hate it. This is wrong. Now, if someone says that multiplayer performance is bad, they are concerned about this particular topic. They try to point out that this is a point that needs to be addressed. That doesn't mean the criticism is hateful or meant to belittle the effort of the developers. It's for the most part a form of feedback. What is more damaging is the blind defense and downplay of actually existing problems. THIS is counter-productive. Not the constructive criticism. (And note, I'm not judging whether MP is dying or not). Besides, this forum is NOT meant to be a duck waggling contest about who likes Arma 3 more. The stupid name calling on both sides ("whinier", "hater", "fanboy") and the fruitless bashing of every kind of criticism makes discussion here totally worthless and just drives people away. This: tells me enough about this particular attitude. Evey type of "pessimism" is thrown into one big pot, stirred, and labeled. People, start a discussion if you think that someone is wrong. You know, with arguments, data, numbers, whatever you can come up with. If you can't come up with anything, don't bother posting. Don't turn every kind of criticism (or praise, for that matter) into a pissing contest. Believe it or not, we are all here for the same damn reasons, and that's because we like Arma.
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