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scifer

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Everything posted by scifer

  1. Hello there! I did a function that returns an array of vehicles that can be sling loaded. However some vehicles are too heavy for the current helicopter. I'd like to know how to find the mass / weight of a vehicle given its config path so I can filter the list by its mass. Does any one know which attribute(s) determine a vehicle's mass? Thank you so much
  2. This script automatically sums an unlimited number of music packs, dynamically selects the most appropriate mood according to player's stress level, engagement and weather and randomly plays its track. This is a very powerful script/addon which can dynamically turn the silent Arma2 into a completely musical game. Playlist building Every music packs entered in arguments list are automatically summed and its tracks are assigned to its respective mood playlists. Shoot detection The player is influenced by two event handlers. When the player is "hit" his stress is set to 100%, and when he's "firedNear" his stress increases by 1. Units Detection When you spot enemies, their threat is proportional to how much you know about them. When the enemy sees you the stress level increases according to the sum of their threat level. Defining mood by stress level There are four moods: "truce" for stress levels under 50% in clear day "darkness" for stress levels under 50% in heavy weather or night "tension" for stress level above 50% "sadness" for death scenes Selecting random track Random track are dynamically selected according to mood players mood. Playing music Music will be played whenever the mood changes or the track ends. Display You can costumize which MoodJukebox data and music data are displayed. Dynamic fading Music volume dynamically drops as stress level approaches a change of mood. Resume music When game is paused or loaded, the last track is resumed from where it stopped. Death scene Death scene was altered in visual and it plays a random music in a special mood called "sadness". Usage: Unpack @MJB to your game installation folder Copy "description.ext", "onPlayerKiller.sqf" and "scripts" folder from sample mission into your mission folder. Place the following code in your mission init.sqf, where the arguments are the music packs. nul = ["arma2", "oa", "baf", "pmc", "your-pack"] execVM "scripts\MoodJukebox\main.sqf"; Activate @MJB modfolder in you shortcut parameters or in game main menu at "EXPANSIONS" option. The display items can be customized in "scripts\MoodJukebox\display.sqf" Warnings: Always use BAF or PMC in conjunction with other packs. BAF and PMC don't have all moods and may cause malfunction when used alone. Do not use this script with ACE as it keeps raising volume to 1 all the time. Downloads MoodJukebox https://rapidshare.com/files/1843679164/MoodJukebox_2.5.7z Included .pbo files: arma2.pbo oa.pbo baf.pbo pmc.pbo ======================================================== VERSION 2.5 HIGHLIGHTS ======================================================== * Stupid 2.4 "resume.sqf not found" bug undone Version 2.5 Changelog ===================== Expandability ------------- In order to make this project expandable, the following measures where implemented: * individual stress functions for every units * sub-functions are called by "main.sqf" function Scripting --------- * Lots of optimization * Independents side is evaluated in enemy detection now Complete changelog in file.
  3. scifer

    Play Music / Soundtracks in VLC

    I didn't post my Moodjukebox script cause BI moved music files making it outdated. I tried to register at VLC forums to ask but it crashes when I accept the terms.
  4. I created a script that analyses the current scenario and plays in-game soundtracks switching between tension, darkness and truce moods automatically. Now I want to play local soundtrack files in VLC triggered by this script. How can I send any output so VLC scripting catches it and start playing new tracks accordingly? Thank you!
  5. Hello. I am into mission design for more than 5 years now and every thing I do is over script. I NEVER use the editor. I'd like to know what is the real advantage in using missionFlow.fsm besides a graphical diagram? If a graphical diagram is a advantage indeed and why BI uses it? Thank you
  6. scifer

    MKY Sandstorm script

    Why it doesn't work in Desert_E CUP map?
  7. I saw two new parameters in CfgMusic classes: theme musicClass What are they used for? What is the difference between them?
  8. scifer

    TOH South Asia Map

    Please note this map was scaled down by at least 50%. It is very noticeable by looking at the airfields' ground textures, specially the airfield near the main dam. Every thing were shrinked! And this map is considerably old as for today it is totally reasonable to have a map this size with higher detail, let alone in the future. Would you be willing to scale this map up in a future update?
  9. As stated at http://forums.bistudio.com/showthread.php?82952-How-to-get-correct-magnification Some optics have different base numbers like the CUP_optic_ACOG displayName = "Trijicon ACOG TA31F"; Advertised magnification: 1.5x - 6x opticsZoomInit = 0.0623; opticsZoomMax = 0.0623; opticsZoomMin = 0.0623; Actual magnification = 0.2492 / 0.0623 = 4 How to find the base number from config then?
  10. scifer

    Jurassic Arma - Raptor Pack

    Can't wait to see this mod in DayZ. Imagine a server with dinosaurs in place of zombies.
  11. When is it going to have Advanced Flight Model?
  12. Thank you but what is the point?
  13. Thank you! Yes I know. It's just a bad habit from the past that is stuck in my mind.
  14. Sorry I should have said it only is in the experimental branch currently.
  15. It is too inaccurate. One kg above the limit and I would end up with an object that cannot be lifted. Roughly what I did was: Generate SCF_cargoList with: _vehicle = [_this, 0, vehicle player, [objNull]] call bis_fnc_param; _allVehicles = [configFile >> "CfgVehicles"] call bis_fnc_returnChildren; _slingables = []; for [{_i = 0}, {_i < count _allVehicles}, {_i = _i + 1}] do { _candidateConfig = _allVehicles select _i; _slingPoints = getArray (_candidateConfig >> "slingLoadCargoMemoryPoints"); _isSlingable = count _slingPoints > 0; _scope = getNumber (_candidateConfig >> "scope"); _isBase = _scope < 2; if (_isSlingable && !_isBase) then { _slingables = _slingables + [configName _candidateConfig]; }; }; _slingables Filter the SCF_cargoList with: SCF_maxCargoMass = getNumber (configFile >> "CfgVehicles" >> typeOf _vehicle >> "slingLoadMaxCargoMass"); while {_tooLight || _tooHeavy} do { _cargoType = SCF_cargoList call bis_fnc_selectRandom; _cargoObject = _cargoType createVehicle _cargoPosition; _cargoMass = getMass _cargoObject; _tooLight = if (_cargoMass < (SCF_maxCargoMass / 2)) then {true} else {false}; _tooHeavy = if (_cargoMass > SCF_maxCargoMass) then {true} else {false}; if (_tooLight || _tooHeavy) then { SCF_cargoList = SCF_cargoList - [_cargoType]; deleteVehicle _cargoObject; }; };
  16. As a workaround I'm spawning the object and cheking with getMass in a 'while' loop. If the mass is above helo's 'slingLoadMaxCargoMass' it deletes the object and try another one.
  17. Thanks for your replay :) But getMass if for objects (spawned vehicles). I need to analyze the vehicle config. I guess there is a mass attribute for certain vehicle parts like wheels in its config sub classes. So I'm doing a function to adds this attributes and return the total mass. ---------- Post added at 11:03 AM ---------- Previous post was at 10:49 AM ---------- Failed! Not all vehicles have a 'mass' attribute in its config sub classes :(
  18. I installed and played IFA3 previouly via withSix with no problem then I uninstalled ArmA 2 and 3 and its mods. When I reinstalled it via withSix it didn't create @IF in Arma OA folder so I used the conversion tool and ran it again. withSix applied the patches successfuly but when I ran the mod set I got a similar problem to @Sixt: Before game starts RPT log So IF content cannot be loaded in game. Please help. Thank you
  19. I've been very distant from this project for a long time cause I think not too many people care about it. The problem is I change the config structure constantly. So if I make a tutorial which almost nobody will see I would have to change it every time I change the config structure. I'll retake the project once BI release Java support to make a thorough overhaul including multiplayer and tutorial though.
  20. Finally some one took the initiative. I'm still learning modeling, so it will take time. Thank you Kamminski :)
  21. In Poseidon 0.65 menu, when I select "Logs" >> "Open Arma 3 log (latest)" it gives me the following message: My Arma 3 log path is exactly "%userprofile%\AppData\Local\Arma 3" but I couldn't find what is wrong in _openLog_rpt_a3.bat.
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