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Everything posted by IndeedPete
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Mod Workflow - Changing Source Files without Re-Building Every Time
IndeedPete posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Heya, I'm pretty sure I've read this before somewhere. That it is possible to work on source files of a mod while the game is running. In this particular case, I wish to work on common functions registered through CfgFunctions, and I don't want to re-build the mod and restart the game everytime I test and make a change to some file. So I've set up the mod folder as usual in the "Arma 3\@MyMod\MyMod\fnc\etc..." where MyMod would turn into the PBO once built through Arma 3 Tools. But even though I enabled -filePatching I get crashes when a mission is trying to include "\MyMod\fnc\myConfigFile.hpp". I don't think it's a file path issue as it works fine when I replace the MyMod source folder with the built PBO. Could anyone walk me through an example on how to achieve that? Being able to edit mod files (not the config.cpp though) while the game is running? -
Mod Workflow - Changing Source Files without Re-Building Every Time
IndeedPete replied to IndeedPete's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Thanks, chaps! I see some problems with that though. First, I'd rather create (or maintain) content on the Stable branch since this is what my target audience will play on. And second, I'm don't have to be able to alter the config while running the game, it's more about the function files itself. -
Pete's Texture Templates
IndeedPete replied to IndeedPete's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
They have been released by Bohemia. Download Arma 3 Samples in steam (Library > Tools). -
Hey there, I'm having troubles getting scripted / spawned laser targets to work. They seem to be non persistent and disappear a few seconds after spawning. It's for an SP mission where the player lases some targets, then calls in CAS and gets switched to the pilot position of the plane to engage the targets lased by himself. I use the following snippet for creating the targets: [] spawn { while {IP_LaseTargets} do { waitUntil {(!isNull (laserTarget IP_Main)) && {isNull ((laserTarget IP_Main) getVariable ["IP_LaserTarget", ObjNull])}}; _target = laserTarget IP_Main; _pos = getPosATL _target; _laserTarget = "LaserTargetW" createVehicle _pos; _laserTarget attachTo [_target, [0, 0, 3]]; _target setVariable ["IP_LaserTarget", _laserTarget]; _marker = createMarker[(str(_target)), _pos]; _marker setMarkerShape "ICON"; _marker setMarkerType "mil_destroy"; _marker setMarkerColor "colorRed"; _marker setMarkerText "Laser Target"; // Killed EH workaround. _target spawn { waitUntil {(!alive _this) OR ((damage _this) > 09)}; _laserTarget = _this getVariable ["IP_LaserTarget", ObjNull]; if (!isNull _laserTarget) then { deleteVehicle _laserTarget; _marker = str(_this); deleteMarker _marker; }; }; ["TargetLased"] call bis_fnc_showNotification; waitUntil {isNull (laserTarget IP_Main)}; }; }; The script is working and the targets appear. With {typeOf _x == "LaserTargetW"} count allMissionObjects "ALL" pasted into the debug console I'm able to track the amount of targets. Strangely, it's decreasing over time even if none of them was engaged. Anybody had this before or knows a quick workaround? Maybe looping their spawn routine?
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handlecargolift ArmA 3 Script HandleCargoLift
IndeedPete replied to Rockhount's topic in ARMA 3 - MISSION EDITING & SCRIPTING
First, let's all take a minute to appreciate the word "Helikopterfrachttransportskript". Oh, how beautiful our German language can be. :D Anyway, looks great, thanks! Having a quick glance at the code on GitHub, I suppose it's written with multiplayer / dedicated servers in mind? -
Just start steam in offline mode and you will be able to launch A3 as usual.
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Tempting. How's the internet connection there?^^
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Unfortunately, yes. If we ever manage to find a planet where the day has more than 24 hours, message me, I could use the extra time for projects like this one. ;)
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Moving to 64 bit has nothing to do with the game's animation system or the way it controls. It simply allows the engine (which is not the Enfusion one used in DayZ but RV4 by the way) to allocate more memory. If anything, I'd expect shorter loading times or less stuttering when the game loads assets during a mission. Certainly no magic cure for the issues the game still has.
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Good Lord, <insert generic third person console shooter>-like movement was exactly what Arma 3 needed. What's next, "press space to slide into nearest cover"? :D No, in all seriousness, an upgrade to 64-bit won't do anything about the at times very clunky animation system. Unfortunately.
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- DEVELOPMENT DISCONTINUED - Good evening, people! I'd like to welcome you to the Alpha version of CONTENTION ZONE. Some of you may have played Surfer's splendid Somewhere In Siberia or my MANW entry M.E.R.C.S. With CONTENTION ZONE we hope to combine both the atmospheric aspects of SIS with the technical features of M.E.R.C.S., packed in a neat SP / COOP mission. Now let's get down to the facts! Version: 0.51 ALPHA Overview The year is 2047. Eight years have passed since the small island of Altis became a nuclear battlefield, right on the borderline between Europe and the Middle East. Since then, the face of Altis has changed. The once blue skies are now covered with a thick toxic mist, the formerly fertile grounds suffer of radioactive contamination. And other even more deadly hazards have appeared. No one could tell if they have been accidents, intentionally created, or if they resulted from the heavy punishment of the island. Those who ran into them and survived called them anomalies. Soon after the war, a privately held organisation named CONTENTION stepped in and promised both help and recovery for the people on Altis. Tasked by the United Nations and provided with unlimited funding as well as the ability to engage the situation outside of any jurisdictions or independent supervision, CONTENTION started to deploy scientific and security staff on the island and established research centres and quarantine zones. Over the years these quarantine zones have been expanded to effectively cover the whole island and hundreds of square kilometres of sea around it. Altis has been locked down completely with only a handful of independent remainders, roaming the island, barely managing to survive. They don't call this place Altis anymore. They call it CONTENTION ZONE. Features Atmospheric SP/COOP Mission for up to Four Players Voice Acting Open World Infantry Gameplay With Focus On Small Arms And Unarmed Combat Custom Textures, Sounds & Music Custom Shop And Loot System Custom Conversation System Story Driven by Main Plot & Generic Side Missions Customised Altis Map with new Cities and Locations Custom Weather and Day/Night Cycle Hazard Zones, Anomalies, Acid Rain, Toxic Fog & Blowouts Mutated Civilians and Aggressive Animals Standalone Flashlights, Geiger Counter & Hazard Detector Planned Features (Subject of Change) "Diablo"-Respawn Elevators Underground Structures Whiteouts Artifacts Actively Supported Mods (All Mods Are Completely OPTIONAL) The following mods are officially supported by the shop system, use is completely optional. Do not start an MP session where clients run different weapon pack mods than the server. Any mod use at your own risk. Toadie's SmallArms and Animations for Arma3 EUROFORCE by IndeedPete CSAT Snow Tigers by IndeedPete Black Star Movement by IndeedPete SP Campaign Ice by IndeedPete Hidden Identity Pack V.2 by Cunico How to Install Copy the "CONTENTION_ZONE.Altis.pbo" to your Arma 3 Missions and/or MPMissions dir ("...\steam\steamApps\common\Arma 3\Missions"). Developers Surfer - Idea, Story, Map-Design, Sounds, Graphics & Textures IndeedPete - Story, Mission-Design & Scripting Changelog 0.51 Alpha - 16.12.2015 FIXED: Improved dedicated server support. FIXED: Major performance killer caused by spamming setDate. FIXED: Detecting ZOMBIE anomalies caused the generation of unexpected map markers. FIXED: Generic FIND mission task would show the wrong grid location. FIXED: Mistakes and errors in various dialogues. CHANGED: Improved shop system. CHANGED: Implemented new, custom loot framework. CHANGED: Improved zombie script framework. CHANGED: Tweaked UI feedback for main missions. ADDED: New parameters for SP and MP. ADDED: Parameterised random infantry, ground vehicle, and air vehicle patrols. ADDED: Parameters dialog for SP. ADDED: Two new main missions. ADDED: Two new generic SECURE and ELIMINATE missions. ADDED: Whitelisted gas masks from Hidden Identity Pack V.2 for the shop and hazard systems. ADDED: Automated indexing of items for the shop system. ADDED: New map locations. ADDED: New custom music tracks. 0.50 Alpha - 02.10.2015 Initial Release Contact You can reach me on the BI-Forums: http://forums.bistudio.com/member.php?53386-IndeedPete Or feel free to add me on steam: http://steamcommunity.com/id/IndeedPete/ License Content created by IndeedPete and Surfer is published under the "Arma Public License Share Alike (APL-SA)". You are free to take or change anything you can use, just give us a mention in the credits. Release Armaholic v0.51 ALPHA Dropbox v0.51 ALPHA Steam Workshop (Not during ALPHA.) Credits & Thanks Bohemia Interactive Studios for this great game! MrCrazyDude115 for his splendid voice acting! Shuko for his SHKPos script! And all the great people on the BI-Forums who helped out with answers and feedback to so many questions!
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Yes, as Surfer said, I'm now caught up in a new job which also required me to move halfway across the country. I'm still in the process of settling in hence my output has been non-existent on all of my public projects. Fortunately, I had some time to solve most of the compatibility issues. The dialogs work again, some quest bugs are gone, and I managed to properly index most of the APEX gear in the shop. Next step is to finish the shop indexing and then I can hopefully go back to add actual content to the mission. I'm in no position to make any promises though but we're aiming for an update within the next four to six weeks in order to necro the project.
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[SP Campaign] M.E.R.C.S. - mercenary expendable ruthless covert selfish
IndeedPete replied to IndeedPete's topic in ARMA 3 - USER MISSIONS
Uh, no idea, really. The game keeps evolving, M.E.R.C.S. does not. It needs thorough maintenance I sadly don't have the time for. -
If A4 actually came to fruition, is it even necessary/possible for BIS to use a new modern engine?
IndeedPete replied to spanishsurfer's topic in OFFTOPIC - Games & Gaming
While I'd love to see this kind of detailed documentation, it would be economical suicide for BI to give away all their knowledge and corporate secrets. -
[SP Campaign] M.E.R.C.S. - mercenary expendable ruthless covert selfish
IndeedPete replied to IndeedPete's topic in ARMA 3 - USER MISSIONS
Maybe try to execute [] call IP_fnc_cheatEndMission; from the debug console when you're in the hub. -
[SP Campaign] M.E.R.C.S. - mercenary expendable ruthless covert selfish
IndeedPete replied to IndeedPete's topic in ARMA 3 - USER MISSIONS
If reverting doesn't work, I cannot really help you I'm afraid. Looks like the game tries to call an earlier mission when it shouldn't. I don't know why. There have been a lot of updates for Arma 3 since M.E.R.C.S. was last patched. Probably, something broke. -
Probably some artist thinking it looks super tacticool.^^
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No, I was talking about the Protector / MP5.
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Tools Development Branch Discussion
IndeedPete replied to pettka's topic in ARMA 3 - BI TOOLS - GENERAL
I remember Apex templates had been announced to be "just around the corner" about a week after release. I wonder what happened to them. -
Yes, you do. Unlike Apex Protocol's respawn, the ability to save doesn't lead to having fewer and fewer enemies left on each try. It's easier than the one-save-system but still not a cake walk. In my opinion, this is somewhat of a meta-option that shouldn't really play too much of a role in mission design considerations. If the difficulty / tension of a mission depends on the save mechanic, the designer is doing something wrong. Having fewer or just one save point only stretch the gameplay and frustrate the player. Alien Isolation and its retarted save system is a good example. I still didn't get past some level in the beginning because I'm tired of doing the same shit over and over again just because the next save station is miles away. Yeah, it's fun and thrilling getting killed by the Alien in the same corridor for one or two times but then it becomes annoying and I just want to progress.
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We agree to disagree on the save system.^^ I frequently used the SAVEGAME cheat in OFP. I'm also one of these people who presses F5 for quicksave every five seconds when a game offers it. I always thought Arma needs a quicksave button by default. (Would even be fairly easy to script.) But well, now it's configurable in the difficulty settings so everyone can play it according to their own preference. I just hate games that limit me in the ability to turn them off as I please without losing progress. And with the missions becoming longer and more complex in later instalments, multiple saves became somwhat necessary. Or at least autosaves after every task completed, etc. I read a Pilgrimage playthrough can take up to ten or more hours. It would be very inconvenient to only have one save in such mission.
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Maybe the AI didn't head shot as often in OFP as they do in Arma 3, but the complete lack of body armour made most hits lethal anyway. Thrilling on one hand, but frustrating on the other. Especially with that stupid one-save-system. I'm really glad they added the option to save the game multiple times in later installments. Thinking back, I also really enjoyed the PMC stuff from the Arma I expansion, Queen's Gambit. Often overlooked but, as far as I can remember, it had an interesting Tom Clancy-ish conspiracy story, some good missions, and this nice mercenary element between mission with the travelling weapons trader.
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If A4 actually came to fruition, is it even necessary/possible for BIS to use a new modern engine?
IndeedPete replied to spanishsurfer's topic in OFFTOPIC - Games & Gaming
More importanty, what mods is your group using? I can get away with roughly the same frame rates. However, once I add ACE, MCC, and ALiVE to the mix, my FPS won't go beyond 25. Even with dedicated server, HCs, and all that stuff. -
If A4 actually came to fruition, is it even necessary/possible for BIS to use a new modern engine?
IndeedPete replied to spanishsurfer's topic in OFFTOPIC - Games & Gaming
Interesting point. I wasn't aware that the eye could be tricked so easily. -
GET/SET Loadout (saves and loads pretty much everything)
IndeedPete replied to aeroson's topic in ARMA 3 - MISSION EDITING & SCRIPTING
A) The Arsenal function itself sets a variable (arsenalClosed) this EH will react to. I'd double check it though since we used this function I posted in combination with the XLA Fixed Arsenal mod which alters / is based on the vanilla Arsenal. I can't tell for sure if the EH will work with the vanilla Arsenal as well. B) Run client-side. So initPlayerLocal.sqf is fine. C) It says both arguments and effects are global so you don't have to worry about any network issues if you use it like described in B).