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ZeroG

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Posts posted by ZeroG


  1. Hi!

     

    I've been around since OFP, playing online since 2010 at Hotshots. I very much enjoyed Benny's CTI, I enjoy exploring the vast and beautiful Arma worlds and I'm a vet, thus I'd like to combine these aspects onto a semi-serious CTI immersion for single players (just due to lack of my MP scripting experience, but if the interested person is more into that...)

     

    Over the last year, I have tried several different approaches and community AI scripts to create a decent SP CTI. The concept is solid, the core element has been written and tested, so now its about putting some horsepower onto the road.

     

    If you

     

    - are a CTI enthusiast

    - like to develop a dynamic SP experience for Arma 3

    - are not into survival/zombie/life, preferably also with mil background

    - have at least beginner coding skills

    - can spare some hours a week to contribute

     

    Feel free to ask and respond in this thread, contact me by PM or by Skype (look for ZeroG, am using the same avatar).

     

    Best regards,

     

    ZeroG

     

     

    • Like 1

  2. Seems I figured out a workaround with BIS_fnc_nearestPosition, not 100% what I wanted but also suiting my purpose:

    //LOCATION CHECK LOOP FOR EACH UNIT OF A SPECIFIC SIDE
    
    MYLOCATIONS = [[x1,y1,z1],[x2,y2,z2],...]; //Can be markers/objects as well. If so, then getmarkerpos/getpos _NearestLocation has to be used at the distance check line below.
    CLOSELOCATIONS = []; 
    
    while {true} do {
    
    _NearestLocation = [];
    
    {
    if ((side _x) == west) then {
    _NearestLocation = [MYLOCATIONS , _x] call BIS_fnc_nearestPosition;
    
    if (_x distance NearestLocation  < 1250) then {
    CLOSELOCATIONS pushBack _NearestLocation ;  //fill array with new item
    MYLOCATIONS = MYLOCATIONS - [_NearestLocation]; //remove item from original array if repeated script execution is unwanted
    };
    }
    } forEach allUnits;  
    
    sleep 20; //adapt as needed
    };
    

  3. Hello @all!

     

    I have an array of markers which I like to check against in a 10 sec while loop instead of using too many 0.5 sec triggers on the map.

     

    I'd like to check all markers in that very array against all units on my side for distance between each other and add all "positive markers" into an array.

     

    My attempts have led me to the code that can be seen below. With that script however, only the markers get stored that are close to one of my units, not the entire side.

     

    I assume I have to do sth about the double forEach-loop ?! or does anyone have an even better idea how to achieve what I'm looking for?

     

    Help is much appreciated!

    _Friendly = [];
    {if ((side _x) == WEST) then {_Friendly pushBack _x}} forEach allUnits;
    
    _CloseMarkers = [];
    {if ( ({_x} forEach _Friendly) distance (getmarkerpos _x) < 2000) then {_CloseMarkers pushBack _x} } forEach ZONEMARKERS;
    

  4. Hi!

     

    Been enjoying ALIVE since autumn last year. I play SP though and the ALIVE AI commanders make it great fun.

     

    Now, I was wondering how the major ALIVE variables are named, which would allow me to create a status monitor, trigger events etc.

     

    So far Spyder has shown me two interesting major variables:

    _forcePool1 = [ALIVE_globalForcePool,"BLU_F"] call ALIVE_fnc_hashGet;
    _forcePool2 = [ALIVE_globalForcePool,"OPF_F"] call ALIVE_fnc_hashGet;
    hint format ["Forcepool Values \n West: %1 total groups \n East: %2 total groups", _forcePool1, _forcePool2];
    _profilesWest = count ([ALiVE_profileHandler, "getProfilesBySide", "WEST"] call ALIVE_fnc_profileHandler);
    _profilesEast = count ([ALiVE_profileHandler, "getProfilesBySide", "EAST"] call ALIVE_fnc_profileHandler);
    hint format ["Force Matchup \n West: %1 total groups \n East: %2 total groups", _profilesWest, _profilesEast];
    

    Could you advise on similar variables like ALIVE_globalForcePool or getProfilesBySide i.e. point out where I'd have to look?

     

    Thank you...


  5. Problem is that road placement is totally different from Arma 2: now you simply draw paths and they get filled with texture. Major problem is the heightmap smoothing for the roads...while Cryengine is very well suited for that task. I dont think V4 will come with an automatic roadsmoothing script ?!


  6. I assume it will still be 4096, but now there should be no bug (which I have yet to encounter?!)

    Although big maps are nice, I fear that the sat textures might be blurry on a 51km map (if its no desert). Furthermore, an image bigger than 25000px is hard to process in PS even with 16gigs of RAM; wonder if V4 will allow the usage of other formats than png.


  7. The lower the resoultion, the better you will be able to see small ditches and humps - which makes the terrain look even more realistic. Unluckily, its is very demanding regarding performance. As far as I have gone with the tests, 3m resolution seems to be the maximum that still can be played well...given the heightmap limit of 4096px, 144m² is the maximum island size possible with such a high resoultion, so only a bit more than 1/3 of Altis. Bottom line: if one wants to do an ultra-realistic terrain (like me as I am recreating my home county), you are limited to that map size. Although I think 5m (thus 400km²) would also give some nice trenches..one has to compare (and to acquire that data).

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