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Everything posted by Rockhount
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handleautodeploy ArmA 3 Script HandleAutoDeploy
Rockhount posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Story This is a script that I wrote a few weeks ago for a friend. It's supposed to let AI's with specific backpack's deploy static weapons automatically in a combat. You can link specific backpacks with specific static weapons multiple times. This script doesn't work, if the AI is in a combat mode all the time or if the AI never gets to be in a combat mode. There are several routine integrated to avoid script errors. A description can be found inside the SQF file, how to execute the script. It's SP/MP/Dedicated and HC compatible. Have fun. Content It is a single ~80Code-Line-Big Script to let AI's with specific backpack's deploy static weapons automatically in a combat. Purpose The aim of this script is to make it easier to implement a universal script, which makes a combat with AI more interesting. Download Missions and Script on GitHub ArmaHolic Link Credits Script & Media: Rockhount Examples nul=[["B_Bergen_dgtl_F","B_Mortar_01_F"]] execVM "HandleAutoDeploy.sqf"; nul=[["B_Bergen_dgtl_F","B_Mortar_01_F"],["B_Bergen_mcamo_F","B_Mortar_01_F"]] execVM "HandleAutoDeploy.sqf"; nul=[["B_Bergen_dgtl_F","B_Mortar_01_F"],["B_Bergen_mcamo_F","B_Mortar_01_F"],["B_Bergen_hex_F","B_GMG_01_high_F"],["B_Bergen_tna_F","O_GMG_01_high_F"]] execVM "HandleAutoDeploy.sqf"; All 3 examples are possible, because there is no limit for the amount of parameters.- 12 replies
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- arma
- armed assault
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handleautodeploy ArmA 3 Script HandleAutoDeploy
Rockhount replied to Rockhount's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Let me guess. You ran the script twice. From the description inside the SQF: "The backpacks of all existing units get scanned 10 seconds after this script has been called. If the backpack can be find in the script parameters, then the unit gets a loop as long as he lives." That means: Run the script only once for all units. You can pass infinite number of "[BackpackClassName,StaticWeaponClassName]" parameters as Arrays in one call, as you want. There is no scenario, where it's needed to call/run this script more than once. Examples: nul=[["B_Bergen_dgtl_F","B_Mortar_01_F"]] execVM "HandleAutoDeploy.sqf"; nul=[["B_Bergen_dgtl_F","B_Mortar_01_F"],["B_Bergen_mcamo_F","B_Mortar_01_F"]] execVM "HandleAutoDeploy.sqf"; nul=[["B_Bergen_dgtl_F","B_Mortar_01_F"],["B_Bergen_mcamo_F","B_Mortar_01_F"],["B_Bergen_hex_F","B_GMG_01_high_F"],["B_Bergen_tna_F","O_GMG_01_high_F"]] execVM "HandleAutoDeploy.sqf"; All 3 examples are possible, because there is no limit for the amount of parameters.- 12 replies
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- arma
- armed assault
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handleautodeploy ArmA 3 Script HandleAutoDeploy
Rockhount replied to Rockhount's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Nope. No plans to do that now or in the future. But its open source under the MIT license, so everyone who wants can do that.- 12 replies
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- arma
- armed assault
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handleautodeploy ArmA 3 Script HandleAutoDeploy
Rockhount replied to Rockhount's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You have to type the classname of the static weapon & backpack as script parameters, so you can choose whatever you want. Try it.- 12 replies
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- arma
- armed assault
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handleattachto ArmA 3 Script HandleAttachTo
Rockhount posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Story This is a script that I wrote a few weeks ago for a friend. It's supposed to simplify the loading of cargo onto vehicles by the player. There are several routine integrated to avoid script errors. A description can be found inside the SQF file, how to execute the script. It's SP/MP/Dedicated and HC compatible. Have fun. Content It is a single ~140Code-Line-Big Script to enable the Player to attach objects with other objects via the action menu in a simple way. Purpose The aim of this script is to make it easier to implement a universal script, which enables the player to attach objects in a specific manner. Download Missions and Script on GitHub ArmaHolic Link Credits Script & Media: Rockhount Examples- 2 replies
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- arma
- armed assault
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handlearma3artillery ArmA 3 Script HandleArmA3Artillery
Rockhount posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Story This is a script that I wrote years ago for a event mission. It's supposed to simplify the command to an AI for shooting at an specified area with the artillery. There are several routine integrated to avoid script errors. A description can be found inside the SQF file, how to execute the script. It's SP/MP/Dedicated and HC compatible. Have fun. Content It is a single ~100Code-Line-Big Script to let an AI controlled artillery shoot at a single destination. Purpose The aim of this script is to make it easier to implement an artillery. Download Missions and Script on GitHub ArmaHolic Link Credits Script & Media: Rockhount Examples -
alpha ArmA.Studio - The Open-Source Community made IDE for ArmA
Rockhount replied to x39's topic in ARMA 3 - COMMUNITY MADE UTILITIES
So you could debug a packed pbo with a dedicated enviroment?- 59 replies
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- ide
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alpha ArmA.Studio - The Open-Source Community made IDE for ArmA
Rockhount replied to x39's topic in ARMA 3 - COMMUNITY MADE UTILITIES
If it is, then in wich way is it multiplayer compatible (currently)?- 59 replies
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- ide
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alpha ArmA.Studio - The Open-Source Community made IDE for ArmA
Rockhount replied to x39's topic in ARMA 3 - COMMUNITY MADE UTILITIES
Is it possible to use this tool for the running scripts from Client, HeadlessClient & Dedicated Server at the same time, while it all runs in a Multiplayer Session on the same machine through localhost?- 59 replies
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- ide
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handlecargolift ArmA 3 Script HandleCargoLift
Rockhount posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Story A few weeks ago a buddy asked me to write a script for a helicopter to lift and transport cargo, the 'Helikopterfrachttransportskript', that finally provides the desired solution. At first I thought that there would be something out there already. However, according to his research there are no scripts or tutorials that let you have an AI helicopter reliably hovering over a cargo in ArmA 3 (having it meter-precise is imperative). This hovering and the whole process of picking up and setting down the cargo was supposed to look more realistic than just an attachTo. And so this script was written. It provides a precise hovering over the cargo, great looking attachment of the sling rope and picking up of the cargo as well as putting the load down in the same way at the target position. There are several routine integrated to avoid script errors in cases of explosions or deaths of the vehicle or AI. A description can be found inside the SQF file, how to execute the script. Have fun. Content It is a single ~250Code-Line-Big Script to let an AI controlled helicopter lift diferrent freight goods to a single destination. Purpose The aim of this script is to make it easier to lift freight goods from A to B without having to have a player pilot. Download Missions and Script on GitHub ArmaHolic Link Credits Script & Media: Rockhount Translation: Dorsal Examples -
handlecargolift ArmA 3 Script HandleCargoLift
Rockhount replied to Rockhount's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Provide an example mission with no mods, so I can help you. If you use broken mods, then you should report this to the mod author, so they can fix their config entries. -
handlecargolift ArmA 3 Script HandleCargoLift
Rockhount replied to Rockhount's topic in ARMA 3 - MISSION EDITING & SCRIPTING
No half things. And before I forget: @BI developers: We need a script command, to have a helicoper hovering exactly over a position! The only currently working solution is a very 'dirty' one. You have to 'jog' the helicopter there using setVelocity. Otherwise these stupid AI pilots would never hover exactly over a position. And, don't get me started on accuracy of waypoints and the doMove command. Even the old ArmA II cheat with HeliH and landing command doesn't work anymore. Example for the new command: PilotAI1 hoverOver [[1,2,0], 50, 345]; PilotAI1 = The Pilot (Unit, Aircraft) [1,2,0] = The Position to exactly(+-0,5m) hover over(Object, 2DPosition, 3DPosition) 50 = The altitude 345 = The direction 'Hovering exactly over a position' would mean that the 2D distance between the center of the aircraft and the given position would not be greater than 0,5 meters. Without such command, for beginners it will always remain difficult to write any script for air freight activities. And an exitLoopStep command to stop the execution of the current code of the current loop step inside the for, forEach or count loop and move forward to the next step. On count it should return false. And an exitSQF command to exit the whole SQF-Script regardless of the current scope. -
I have reworked Yac`s scripts in a fsm for more atmosphere.You have now more options and more performance.Its a client-side script, it works in the Editor/SP and on a non-dedicated-server too and you can use markers to place it. The script will not run on the dedicated-server-side and the server will not sychronize the fog, because it would cause to much lags,otherwise the server would synchronize 50-300 clouds per second and every cloud would have 5-10 synchronized values and that is to much. Download: Fog_v1.62.rar MD5: 5d76783c9153502f45da05e1be743c44 Install: Open the editor, create a new unit/object and put the example into the init of the unit, after that replace 'l1' with 'Player' and save the mission. Then open the folder .../Dokuments/ArmA 2 Other Profiles/Nickname/missions/misisonsname and copy the script into the folder. example: null=[l1,100,11,10,3,7,-0.3,0.1,0.5,1,1,1,13,12,15,true,2,2.1,0.1,4,6,0,3.5,17.5] execFSM "Fog.fsm"; l1 = name of unit (use "" for markers and when you on a multiplayer session only want to set the fog around the player: run the script once! with 'Player' (not 'this' and not 'name of the unit/object'!!!), example: null=[Player,200,10,... ) If the unit/building was destroyed/died or the marker was deleted, the script will exit automatically! 100 = Maximumdistance 11 = Minimumdistance 10 = Count of clouds 3 = Minimumsize of clouds 7 = Maximumsize of clouds -0.3 = Height of clouds (must be a bit below the ground to look realistic) 0.1 = Respawntime of clouds 0.5 = Transparency 1,1,1 = Color of clouds 13 = Remove-speed of clouds 12 = Minimumlifetime of clouds 15 = Maximumlifetime of clouds true = The fog will be effected by wind (for no wind effect: false) 2 = Windstrength (acts only when the wind effect is 'true') 2.1 = Random-direction-period(in seconds) (acts only when the wind effect is 'true') 0.1 = Random-direction-intensity (acts only when the wind effect is 'true') 4,6,0 = Move-direction-speed (x,y,z) - same effect as wind, but constant and adjustable(acts only when the wind effect is 'false') 3.5 = Stardaytime (the fog will spawn when the ingametime is not earlier than 03:30) 17.5 = Enddaytime (the fog will spawn when the ingametime is not later than 17:30) RandomDirectionPeriod 2.1 with RandomDirectionIntensity 0.1 means that 0.1 will be added to the direction-speed (x,y,z-randomized) of a moving-cloud every 2.1 seconds. An example for norrins revive-script: revive_init.sqf: NORRNCustomExec1 ="null=[Player,100,11,10,3,7,-0.3,0.1,0.5,1,1,1,13,12,15,true,1,2.1,0.1,4,6,0,0,24] execFSM ""Fog.fsm"";"; // Exec1 occurs following being revived NORRNCustomExec3 ="null=[Player,100,11,10,3,7,-0.3,0.1,0.5,1,1,1,13,12,15,true,1,2.1,0.1,4,6,0,0,24] execFSM ""Fog.fsm"";"; // Exec3 occurs when you spawn at base #Update 1: Fixed: Position Error #Update 2: script optimized #Update 3: If the marker will be deleted, the script will exit and will not continue to spawn the fog at position [0,0,0]. If the unit/building is dead/destroyed, the script will exit and will not cotinue to spawn the fog at the last position. #Update 4: Fixed: clouds spawned twice #Update 5: More options: Releasetime of clouds Lifetime of clouds Move-direction-speed of clouds(x) Move-direction-speed of clouds(y) Move-direction-speed of clouds(z) #Update 6: The most of the options musn`t be set to get no errors (Only the first option must be set) When a option isn`t set, it will get a stanard value. Fixed: Maximumdistance doesn`t work correctly (Thanks to Celery) More options: Effect by wind minimum and maximum options for the size of clouds #Update 6.1: Fixed: Minimumdistance doesn`t work correctly (Thanks to Celery) More options: Wind strength minimum and maximum options for the lifetime of clouds #Update 6.2: script optimized More Options: Random-direction-period (in seconds) (acts only when the wind effect is 'true') Random-direction-intensity (acts only when the wind effect is 'true') Startdaytime (24 hour clock) Enddaytime (24 hour clock) Credits: Yac for the original Script
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ZBE_HCCache - Essential for Headless Client users
Rockhount replied to zorrobyte's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Here again is a fixed version of the fsm v1.1 script. Download Rockhount -
ZBE_HCCache - Essential for Headless Client users
Rockhount replied to zorrobyte's topic in ARMA 3 - ADDONS & MODS: COMPLETE
You have to be very careful with this script. If a Trigger/Condition on the Dedicated/HC depends on Units/Vehicles, which are not local on the Dedicated/HC, then those Triggers/Conditions will not work, because the Units/Vehicles will be frozen on the Dedicated/HC. Rockhount -
ZBE_HCCache - Essential for Headless Client users
Rockhount replied to zorrobyte's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Here is a fixed version of your script. It should have more performance and less errors. Download Rockhount -
All in Arma Terrain Pack (AiA TP) - A1/A2/OA terrains from BI in A3
Rockhount replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@ChrisB76 176.57.129.95/public/AiA/AllInArmaTerrainPack_2014_09_07.7z 176.57.129.95/public/AiA/AllInArmaTerrainPack_2014_10_18_Patch.7z -
With all three servers I can offer 1500Mbit/s to help and everyone can add 250Mbit/s with a google account. So do we need more? ArmAholic had only 1100Mbit/s until last week. Edit: I have been working on a very simple JavaScript solution to offer Load-Balancing over multiple servers, where I have no root access (Google Drive for example). Here is an example: http://176.57.129.95/public/A3Maps/test.html At a new release, I could expand this script easily for more servers, which could be brought by other users. So it could became even better, than a bittorrent solution.
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Look at this post #1392. There should be enough hosts already. The problem are the old and broken links in the first post, which hasn't been updated.
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That's not the problem. I'm helping Alduric with my 1Gb/s Server since the beginning. Actually, the traffic-peak is not higher than 200Mb/s. Here are some links from an additional 1Gb/s(shared) FTP Server: Download Full v1.4 Full pack pack - v1.4 https://a194087.jupiter.1blu.de//data/public/5507ba3abf79479891587555d12c895a.php?lang=en https://drive.google.com/file/d/0BzlE537K9_JISGRqeXRDajBkUWs/edit?usp=sharing Download in parts v1.4 Part #1 - v1.4 https://a194087.jupiter.1blu.de//data/public/bcbef9951057ec5372a0c0e2b6e3fe43.php?lang=en https://drive.google.com/file/d/0BzlE537K9_JIYWRfOU1ucjU5Tzg/edit?usp=sharing Part #2 - v1.4 https://a194087.jupiter.1blu.de//data/public/4900a3b40b01ceae05f731ec259333f9.php?lang=en https://drive.google.com/file/d/0BzlE537K9_JIRk5Ic2JUc2xsb2s/edit?usp=sharing Part #3 - v1.4 https://a194087.jupiter.1blu.de//data/public/5bec761b30a1c4763e12117f01adfbd2.php?lang=en https://drive.google.com/file/d/0BzlE537K9_JIV0JsYlhjWXE2MTA/edit?usp=sharing
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Here is an additional link for the fix: http://176.57.129.95/public/A3Maps/Key_Fix.7z
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Here is another Downloadserver, but this time with smaller files (~10%smaller): A3MP Full v1.1 (4GB) A3MP Patch v1.1 (200MB)
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After I had a lot of problems with the download at armaholic, I downloaded it to my own ftp server: Part1 Part2 Part3 They are the untouched files from the torrent source and don't have any error. I hope that Alduric will allow this. Edit: Is no longer necessary - Armaholic works again
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Converting Alpha Missions to run in Beta
Rockhount replied to Beerkan's topic in ARMA 3 - USER MISSIONS
There is a bunch of config classes, which has been removed since the beta and doesn't exist in your list. Maybe you should integrate those into your list too. -
Converting Alpha Missions to run in Beta
Rockhount replied to Beerkan's topic in ARMA 3 - USER MISSIONS
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