Bartchie
Member-
Content Count
54 -
Joined
-
Last visited
-
Medals
Everything posted by Bartchie
-
Well it doesn't have any matter if it's 1.05 or 1.07. It's a file destination problem !
-
Same here.
-
Conditions problem in SQF - HELP !
Bartchie posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hello everybody, I have a problem with my function. Take a look at it: if(isServer)then { _list = [1,2]; _numb1 = _list select (random 1); _numb2 = 0; if(_numb1 == _numb2)then { player sideChat "1 machinegun will be created"; }else{ player sideChat "2 machineguns will be created"; }; }; The problem is that "else" doesn't work. I return both "player sideChat..." commands. Look like _numb1 is equal to _numb2 and it's not at the same time :/ BTW the script will be used for random number of machinegunners for spawning guerilla's camp. I eaven checked what do I return from _numb1 and it's returning 1 or 0 randomly (so randomising thing does work 100%). Why the hell that "else" doesnt work like it should ? -
Conditions problem in SQF - HELP !
Bartchie replied to Bartchie's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
@ Loyalguard How do you execute the function that you posted before ? Because when I execute it like [] exec "function.sqf" then yours doesn't work :( -
Conditions problem in SQF - HELP !
Bartchie replied to Bartchie's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Oh damn it. Now I know what was a problem. Looks like it's not working in this construction: if(SOMETHING1)then { COMMAND1 COMMAND2 COMMAND3 if(SOMETHING2) then { COMMAND4 }; else { COMMAND5 }; }; And it works when it's looking like this: if(SOMETHING1)then { COMMAND1 COMMAND2 COMMAND3 if(SOMETHING2)then{COMMAND4};else{COMMAND5}; }; Why the hell it should be in one line and it doesn't work another way (more clean and nice looking way) ? Is it because I'm using this script just with "[] exec "intel\testing1.sqf"" ? I didn't used preprocess or precompile etc. - that's why ? -
Conditions problem in SQF - HELP !
Bartchie replied to Bartchie's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thank you sooo much, SNKMAN. Now I realised that the problem was about _numb1. "Switch" construction is looking much better for me. BTW I did it about 10 minutes ago, I changed _numb2 to 2 xD if(isServer)then { _list = [1,2]; _numb1 = _list select (random 1); _numb2 = 1; hintsilent format ["_numb1 %1 _numb2 %2",_numb1,_numb2] if (_numb1==_numb2) then {player sideChat "1 machinegun will be created"} else {player sideChat "2 machineguns will be created"} }; -
Conditions problem in SQF - HELP !
Bartchie replied to Bartchie's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
The main target of this function is to create one or two machineguns so: if number is 0 then create 1 machinegun (create mg1) if number is 1 then create 2 machineguns (create... mg1, create... mg2) One of the numbers - _numb1 should be random 0 or 1 _numb2 is static number - just 0 When condition reaches true by _numb1 and _numb2 being equaled, then we will have 1 machiegun, else, we gonna have 2 machineguns. Not just sideChat :) But THX for reply anyway :D -
Problems with 'Distance' Command
Bartchie replied to joeanorak's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I suggest to add some time to #WAIT because now it's going to be a little FPS killer :) for example: sleep 0.1 or ~0.1 -
I'm requesting for one straight part and one curve part of any kind of road from ArmA2 game in MLOD format of .p3d file. Everybody who would like create his own road, pleace post here. Maybe somebody from BIS will recognise us. There is one more a little bit less important request about tree MLOD format. I have no idea are there any differences between MLOD trees from ArmA1 and ArmA2. I'm stupid :/ Nobody gonna read it :rolleyes:
-
How to re-edit wilbur made terrains?
Bartchie replied to Raunhofer's topic in ARMA 2 & OA : TERRAIN - (Visitor)
If you mean changing level of a water, you can do it in shader options. You don't have to use .pbl to import it back to Wilbur. Just import/open generated .png greyscale file. It's better not to change anything with terrain but with the shader options. So it's easier to keep your job (terrrain) and just mess arround with altitude setup in shader so it will generate greyscale .png file good. -
Terrain creation/editing programs to import into Visitor
Bartchie replied to El Mariachi's topic in ARMA 2 & OA : TERRAIN - (Visitor)
But can I paint there using a brushes or blur the whole terrain ? Because imported DEM seems to be mostly scratched so I'm using Wilbur's blur tool to make the whole terrain smooth. I would also like to use brushes in the L3DT, is it possible ? -
OF COURSE CONTROLLER ! I see you don't understand it.
-
#1 Russian ATC controller said that polish crew didn't understand russian language and then (after few seconds) he said that they understand russian but they didn't understand numbers. Russia's language numbers sounds 90% SAME as polish language numbers. Then he said "ask more questions to captain". But Captain is dead. I would like to cut his head off for killing my President. #2 Fuel have been droped from the plane and it's 100% true. I saw a video that have been recorded a minutes after the crash just when firefighters were arriving. And i'ts true that when there is fuel in the plane (with shitloads of octans), a lot of trees should be burning and almost every part of a plane should be burning. I didn't see any dead bodies and any big fire in the crash side of the video. #3 Poland is defendless and can be taken over by communists. The whole team, the most important people who were fighting with communism have been killed in the crash. NOW there is no power in Poland to fight with communism.
-
I agree. Think about it. People may stop too because they will not have a time to make forest for their island using other tools. Your tool will definitly help them. It's true that we are a few. But if scripters will make good tools, we will be not few but hundreds.
-
Thank you very much for update, Leopotam. I'm doing the forest part of my island for now so I think your tool will be much better than all other forest creators/generators. EDIT: Because I have better abilities of controlling amount of trees :)
-
Importing terrain in the middle of work
Bartchie posted a topic in ARMA 2 & OA : TERRAIN - (Visitor)
What is going to happen when I'll import terrain from configured .png after importing satellite+mask files and making some roads ? I want to fix some few things in my terrain and I wonder about objects Y position is it going to stick with terrain when I change the terrain ? I'm asking for it because I decided FIRST to place roads and THEN prepare terrain (smoothing) for them in another program kinda Wilbur for example. I realise that roads may stick with terrain but objects like trees, buildings and others may have a problems :/ Is it possible to give my way a go ? -
Importing terrain in the middle of work
Bartchie replied to Bartchie's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Yeah but it's taking very long time to do especially when I have long road network :( Using only a photoshop is not enough because I need to edit terrain using brushes like in Buldozer. It would be great if Buldozer support layer maps but it's not (as far as I know) :( -
Importing terrain in the middle of work
Bartchie replied to Bartchie's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Okay I guess I can't do what I wanted to do :( The problem is that Wilbur doesn't have an option to make some layer with the roadmap :( Anybody know about some other tools similiar to Wilbur with the abilities of making some 50% visible and locked layer ? Especially with "terrain painting" just like in Wilbur. That could be last step with fast automation for use to prepare terrain for roads. -
I have a little problem with importing my trees. I have about 25% of objects rejected and my forest contour looks like it's flipped horizontally. Can someone tell me how exactly .txt file with list of objects should look like ? I mean both .txt files - the one exported from Visitor (waypoints for forest countur) and the one generated by tool (to import to Visitor). Just a simple demo please if somebody could post it I would be very happy. BTW the tool seems to be the best way to create forests :)
-
Road Painter tool (development thread)
Bartchie replied to Homer Johnston's topic in ARMA 2 & OA : Community Made Utilities
This is getting much much better. Don't eat just sugar. Eat it with tea :D -
Because all tutorials are contradicting each other and I almost died in searching the forum without solutions because all the time somebody is writing some sh**s about ArmA1 in ARMA2 MAP EDITING FORUMS, can some person who is making (WORKING) island FOR ARMA2 show us all settings of his config.cpp, visitor, .rvmat files - especially pathes and structure of folders in a p: drive. For example, there are no tutorial about how to set up config.cpp for island. Maybe somebody can make video tutorial, heh ? Ok I'm just writing BUT I swear to god, if something what I want will appear (ONE BIG GOOD TUTORIAL) and if it's gonna work for me, THEN I WILL MAKE VIDEO TUTORIAL. All I know for now is how to use GlobalMapper to import DEM/SRTM and export it to Buldozer and how to change sea level and smoother the island and some few tricks in Buldozer and how to import that job into Visitor 3 and how to make good sattelite image from Google Earth in 20480x20480 pixels and finally how to f*ck up your job - make island not working in ArmA2 :) I love everybody who read this and understand me (brother love for guys and LOVE for girls :D )
-
Importing terrain in the middle of work
Bartchie replied to Bartchie's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Thank you soooo much, guys. I don't have any trees because I want to place them at the end. Just couple of buildings for test and some bigger road networks. Now I know I can smooth my roads in Wilbur. It's actually very logical, I'm thinking about satellite image splitted to textures - grid of terrain is same as it was, just a height of vertices are changing and that's why it's possible to do it. Great, thank you very much again for informations. -
Any tips about best numbers for configuration of the road generator ? EDIT: I found that selection is somehow having a matter with generating the road. If you will not select all waypoints at first time, you may have a problems with the road. And in the config file - maxangle setting "2" and mid valid distance "5" are giving a good scale and good positioning of road, especially looping road.
-
I think that for using other kind of roar turnes it would be helpful for program to create another kind of waypoint (something like "just before curve WP") and then program will know when the turn is beggining and how big the angle will be and will decide what kind of curve to use. It's just an idea, suggestion, what do you think about it ?
-
Dependecy between Sat-,Texture and Terrain-Grid
Bartchie replied to Don Camillo's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Satellite segment size NUMBER must be minimum 2 times smaller than CURRENT GRID NUMBER. Look at "Project parameters".