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Everything posted by 1para{god-father}
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Visitor Crashes on Import Sat/Mask
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : TERRAIN - (Visitor)
Hmmm OK worked it out if i remove the Desert form Layers it worked , as my island is 1/2 desert i thought i would need that in my layers , am i wrong ? This crashed on import class Layers { class sm_grass { texture = "god_ahmshere\data\god_grass_green_co.paa"; material= "god_ahmshere\data\god_ahmshere_grass.rvmat"; }; class sand { texture = "god_ahmshere\data\god_desert_co.paa"; material = "god_ahmshere\datagod_ahmshere_sand.rvmat"; }; }; class Legend { picture="god_ahmshere\source\surfacemaplegend.png"; class Colors { sm_grass[]={{255,255,255}}; }; }; worked:- class Layers { class sm_grass { texture = "god_ahmshere\data\god_grass_green_co.paa"; material= "god_ahmshere\data\god_ahmshere_grass.rvmat"; }; }; class Legend { picture="god_ahmshere\source\surfacemaplegend.png"; class Colors { sm_grass[]={{255,255,255}}; }; }; -
I have seen a lot of Guides to A2 Island tutorials, but can someone point me in the right direction for A3 I.e how to set up the tools so i can use them in A3 Can I use http://www.armaholic.net/colombia/editing/manuals/Bush_GeotypicalTerrains-Beginners_Guide_1stEdition.pdf Will that work for A3 ?
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A3 Beginners Guide
1para{god-father} replied to 1para{god-father}'s topic in ARMA 3 - TERRAIN - (BUILDER)
Oooww ill try that now then - thanks Is there any easy way to get roads into A3 ? -
IGNORE solved was edge of map -DOH
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A3 Beginners Guide
1para{god-father} replied to 1para{god-father}'s topic in ARMA 3 - TERRAIN - (BUILDER)
Just wanted to say a big thanks to M1lkm8n that ARMA.exe works great now have it working with textures , well chuffed :) -
A3 Beginners Guide
1para{god-father} replied to 1para{god-father}'s topic in ARMA 3 - TERRAIN - (BUILDER)
I uninstalled A2 and do not really want to reinstall it all again -
A3 Beginners Guide
1para{god-father} replied to 1para{god-father}'s topic in ARMA 3 - TERRAIN - (BUILDER)
Yes please as i really want to at least make a start and learn ! I even downloaded a template and tried that and got the same results so it could be what you said ! -
A3 Beginners Guide
1para{god-father} replied to 1para{god-father}'s topic in ARMA 3 - TERRAIN - (BUILDER)
still no Joy :( I have Updated all the .png to .paa in layers, Copied A3 into my ARMA Root Copied my Project into my ARMA root Still get the error message and all black ? -
A3 Beginners Guide
1para{god-father} replied to 1para{god-father}'s topic in ARMA 3 - TERRAIN - (BUILDER)
Ahh nope not converted them where do I get "pal2pace.exe" from , as cannot track it down Also I did not move anything to my A3 root folder so will do that next as well Ill update later :) -
A3 Beginners Guide
1para{god-father} replied to 1para{god-father}'s topic in ARMA 3 - TERRAIN - (BUILDER)
Hmmm OK - moved that into my PGF folder but still no luck when i launch Bulldozer I get the dos box then after a few seconds on stuff processing i get that error still, and a black screen with the text at the top OK What do i need in my PGF folder ? I only have the a3 folder from "WRP_PROJECTS_A3" do i need to copy anything else into that folder ? -
A3 Beginners Guide
1para{god-father} replied to 1para{god-father}'s topic in ARMA 3 - TERRAIN - (BUILDER)
it was a clean install and only just updated all files :( only thing i was not sure about was the folder "WRP_PROJECTS_A3" does that stay where it is or do i need a copy in my island folder ? -
A3 Beginners Guide
1para{god-father} replied to 1para{god-father}'s topic in ARMA 3 - TERRAIN - (BUILDER)
OK double checked and all paths filenames are correct i am using PGF\pgf_demo for now I am using the a3 ground texture found them in p:\a3 gdt_grass_green_co.paa & gdt_grass_green_nopx.paa I get 1 error when launching Bulldozer :- No Entry "config.bin/cfgingameUI/Cursor.known_target" Any idea what that error is ? Could this be the issue ? Create preview satmap and satmask "Then fill this image with dark green as a placeholder for now. RGB: 77-88-60 should be OK. Save it as "TUT_NewMap_SatMap_LCO" to P:\TUT_NewIsland\source. Now fill the image with black color and save it as "TUT_NewMap_LayerMask_LCO" to P:\TUT_NewIsland\source. Both files should be saved in their native format (i.e. .psd if you use Photoshop and as .png for Visitor 3 to work with it). " If it is Black could that the the issue ? as everything in the layers folder are black .png -
A3 Beginners Guide
1para{god-father} replied to 1para{god-father}'s topic in ARMA 3 - TERRAIN - (BUILDER)
OK, Have a little issue have followed the guide all seems to work but when I launch Bulldozer it is Just Black screen with some text near the top , but i cannot see any thing else ? and suggestions where i could have gone wrong - re tried 3 times now :( worked my way down the tutorial to "Importing the preview satmap" http://community.bistudio.com/wiki/Mondkalb%27s_Terrain_Tutorial -
SHK_startingPositionRandomizer
1para{god-father} replied to shuko's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
It is a JIP issue I had the same issue a long time ago , i cannot remember where that mission is now but i am sure this will solve it INIT.sqf if ((side player) == WEST) then { player setpos (getPos siteObjects ); }; -
grass_co grass_nopx
1para{god-father} replied to 1para{god-father}'s topic in ARMA 3 - TERRAIN - (BUILDER)
ahhh ta WOW they do not make it easy ! -
I am going through a guide Mondkalb's Terrain Tutorial and stuck on "You can get grass_co grass_nopx (needed for the parallax ground texture effect) files by unpacking utes.pbo or takistan_data.pbo" I do not have Arma2 anymore so where would i look for them in a3 ? Thanks
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So what makes a variable undefined & how to define it?
1para{god-father} replied to zapat's topic in ARMA 3 - MISSION EDITING & SCRIPTING
it is defined at the start of the script as such KRON_NPCs = []; -
So what makes a variable undefined & how to define it?
1para{god-father} replied to zapat's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@ Sniperwolf572 .. love you analogies :) it was taken from UPSMON line 337 in INIT_UPSMON.sqf _sharedenemy = 0; _targets0 = []; _targets1 = []; _targets2 = []; { if (!isnull _x && alive _x && !captive _x ) then { _npc = _x; _targets = []; switch (side _npc) do { //West targets case west: { _sharedenemy = 0; _enemyside = [east]; }; //East targets case east: { _sharedenemy = 1; _enemyside = [west]; }; //Resistance targets case resistance: { _sharedenemy = 2; _enemyside = KRON_UPS_Res_enemy; }; }; if (side _npc in KRON_UPS_Res_enemy) then { _enemyside = _enemyside + [resistance]; }; //Gets known targets on each leader for comunicating enemy position //Has better performance with targetsquery //_targets = _npc nearTargets KRON_UPS_sharedist; _targets = _npc targetsQuery ["","","","",""]; { //_target = _x select 4; //Neartargets _target = _x select 1; //Targetsquery if ( side _target in _enemyside ) then { // if (KRON_UPS_Debug>0) then {player globalchat format["%1: knows about %2, enemies=%3",_npc getVariable ("UPSMON_grpid"),_npc knowsabout _target, _npc countEnemy _targets ]}; if (!isnull _target && alive _target && canmove _target && !captive _target && _npc knowsabout _target > R_knowsAboutEnemy && ( _target iskindof "Land" || _target iskindof "Air" || _target iskindof "Ship" ) && !( _target iskindof "Animal") && ( _target emptyPositions "Gunner" == 0 && _target emptyPositions "Driver" == 0 || (!isnull (gunner _target) && canmove (gunner _target)) || (!isnull (driver _target) && canmove (driver _target))) ) then { //Saves last known position //_knownpos = _x select 0; //Neartargets _knownpos = _x select 4;//Targetsquery _target setvariable ["UPSMON_lastknownpos", _knownpos, false]; // _npc setVariable ["R_knowsAboutTarget", true, false]; // !R call (compile format ["_targets%1 = _targets%1 - [_target]",_sharedenemy]); call (compile format ["_targets%1 = _targets%1 + [_target]",_sharedenemy]); }; }; sleep 0.01; } foreach _targets; }; sleep 0.01; }foreach KRON_NPCs; -
So what makes a variable undefined & how to define it?
1para{god-father} replied to zapat's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hmmmm how would I declare _x then error: Error Undefined variable in expression: _x if (!isnull _x && alive _x && !captive _x ) then { > Error position: <_x && alive _x && !captive _x ) then { > -
UPSMON for arma3
1para{god-father} replied to bardosy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hmmmm i have 1 error throwing up Evey 10 sec it is below marked with >>>>>THIS LINE>>>>>>>>> undefined Variable in "_x" ( line 337 in INIT_UPSMON.sqf line is if (!isnull _x && alive _x && !captive _x ) then { Tried adding it to the PRIVATE declared but still no joy anyone out there can thrown any light how to Declare it ?! MON_MAIN_server = { private["_x","_obj","_trg","_l","_pos","_countWestSur","_countEastSur","_countResSur","_WestSur","_EastSur","_ResSur","_target","_targets","_targets0","_targets1","_targets2","_npc","_cycle" ,"_arti","_side","_range","_rounds","_area","_maxcadence","_mincadence","_bullet","_fire","_knownpos","_sharedenemy","_enemyside","_timeout"]; _cycle = 10; //Time to do a call to commander _arti = objnull; _side = ""; _range = 0; _rounds = 0; _area = 0; _maxcadence = 0; _mincadence = 0; _bullet = ""; _fire = false; _target = objnull; _knownpos =[0,0,0]; _enemyside = []; _WestSur = KRON_UPS_WEST_SURRENDED; _EastSur = KRON_UPS_EAST_SURRENDED; _ResSur = KRON_UPS_GUER_SURRENDED; //Main loop while {true} do { _countWestSur = round ( KRON_UPS_West_Total * KRON_UPS_WEST_SURRENDER / 100); _countEastSur = round ( KRON_UPS_East_Total * KRON_UPS_EAST_SURRENDER / 100); _countResSur = round ( KRON_UPS_Guer_Total * KRON_UPS_GUER_SURRENDER / 100); //Checks for WEST surrender if (KRON_UPS_WEST_SURRENDER > 0 && !KRON_UPS_WEST_SURRENDED ) then { { if (!alive _x || !canmove _x) then {KRON_AllWest = KRON_AllWest-[_x]}; }foreach KRON_AllWest; if ( count KRON_AllWest <= _countWestSur ) then { KRON_UPS_WEST_SURRENDED = true; publicvariable "KRON_AllWest"; publicvariable "KRON_UPS_WEST_SURRENDED"; }; }; //Checks for EAST surrender if (KRON_UPS_EAST_SURRENDER > 0 && !KRON_UPS_EAST_SURRENDED ) then { { if (!alive _x || !canmove _x) then {KRON_AllEast = KRON_AllEast-[_x]}; }foreach KRON_AllEast; if ( count KRON_AllEast <= _countEastSur ) then { KRON_UPS_EAST_SURRENDED = true; publicvariable "KRON_AllEast"; publicvariable "KRON_UPS_EAST_SURRENDED"; }; }; //Checks for RESISTANCE surrender if (KRON_UPS_GUER_SURRENDER > 0 && !KRON_UPS_GUER_SURRENDED ) then { { if (!alive _x || !canmove _x) then {KRON_AllRes = KRON_AllRes-[_x]}; }foreach KRON_AllRes; if ( count KRON_AllRes <= _countResSur ) then { KRON_UPS_GUER_SURRENDED = true; publicvariable "KRON_AllRes"; publicvariable "KRON_UPS_GUER_SURRENDED"; }; }; //Exec surrended script if (KRON_UPS_WEST_SURRENDED && !_WestSur ) then { _WestSur = true; [west] spawn UPSMON_surrended; }; if (KRON_UPS_EAST_SURRENDED && !_EastSur ) then { _EastSur = true; [east] spawn UPSMON_surrended; }; if (KRON_UPS_GUER_SURRENDED && !_ResSur ) then { _ResSur = true; [Resistance] spawn UPSMON_surrended; }; sleep 0.5; _sharedenemy = 0; _targets0 = []; _targets1 = []; _targets2 = []; { [b][size=3]>>>>>THIS LINE>>>>>>>>>[/size][/b] if (!isnull _x && alive _x && !captive _x ) then { _npc = _x; _targets = []; switch (side _npc) do { //West targets case west: { _sharedenemy = 0; _enemyside = [east]; }; //East targets case east: { _sharedenemy = 1; _enemyside = [west]; }; //Resistance targets case resistance: { _sharedenemy = 2; _enemyside = KRON_UPS_Res_enemy; }; }; if (side _npc in KRON_UPS_Res_enemy) then { _enemyside = _enemyside + [resistance]; }; //Gets known targets on each leader for comunicating enemy position //Has better performance with targetsquery //_targets = _npc nearTargets KRON_UPS_sharedist; _targets = _npc targetsQuery ["","","","",""]; { //_target = _x select 4; //Neartargets _target = _x select 1; //Targetsquery if ( side _target in _enemyside ) then { // if (KRON_UPS_Debug>0) then {player globalchat format["%1: knows about %2, enemies=%3",_npc getVariable ("UPSMON_grpid"),_npc knowsabout _target, _npc countEnemy _targets ]}; if (!isnull _target && alive _target && canmove _target && !captive _target && _npc knowsabout _target > R_knowsAboutEnemy && ( _target iskindof "Land" || _target iskindof "Air" || _target iskindof "Ship" ) && !( _target iskindof "Animal") && ( _target emptyPositions "Gunner" == 0 && _target emptyPositions "Driver" == 0 || (!isnull (gunner _target) && canmove (gunner _target)) || (!isnull (driver _target) && canmove (driver _target))) ) then { //Saves last known position //_knownpos = _x select 0; //Neartargets _knownpos = _x select 4;//Targetsquery _target setvariable ["UPSMON_lastknownpos", _knownpos, false]; // _npc setVariable ["R_knowsAboutTarget", true, false]; // !R call (compile format ["_targets%1 = _targets%1 - [_target]",_sharedenemy]); call (compile format ["_targets%1 = _targets%1 + [_target]",_sharedenemy]); }; }; sleep 0.01; } foreach _targets; }; sleep 0.01; }foreach KRON_NPCs; //Share targets KRON_targets0 = _targets0; KRON_targets1 = _targets1; KRON_targets2 = _targets2; //Target debug console if (KRON_UPS_Debug>0) then {hintsilent parseText format["%1<br/>--------------------------<br/><t color='#33CC00'>West(A=%2 C=%3 T=%4)</t><br/><t color='#FF0000'>East(A=%5 C=%6 T=%7)</t><br/><t color='#00CCFF'>Res(A=%8 C=%9 T=%10)</t><br/>" ,UPSMON_Version ,KRON_UPS_West_Total, count KRON_AllWest, count KRON_targets0 ,KRON_UPS_East_Total, count KRON_AllEast, count KRON_targets1 ,KRON_UPS_Guer_Total, count KRON_AllRes, count KRON_targets2 ]}; sleep 0.5; //Artillery module control { _arti = _x select 0; _rounds = _x select 1; _range = _x select 2; _area = _x select 3; _maxcadence = _x select 4; _mincadence = _x select 5; _bullet = _x select 6; _salvobreak = _x select 7; if (isnil{_arti getVariable ("timeout")}) then { _arti setVariable ["timeout", time, false]; sleep 0.1; }; _timeout = _arti getVariable ("timeout"); if (!isnull (gunner _arti) && canmove (gunner _arti) && (time >= _timeout)) then { _side = side gunner _arti; _fire = call (compile format ["KRON_UPS_ARTILLERY_%1_FIRE",_side]); //If fire enabled gets a known target pos for doing fire if no friendly squads near. if (_fire) then { _target = call (compile format ["KRON_UPS_ARTILLERY_%1_TARGET",_side]); if (isnil "_target" ) then {_target = objnull;}; switch (_side) do { //West targets case west: { _targets = KRON_targets0; }; //East targets case east: { _targets = KRON_targets1; }; //Resistance targets case resistance: { _targets = KRON_targets2; }; }; //Check if has a target if (!(_target in _targets ) || isnull _target || !alive _target) then { _target = objnull; { _auxtarget = _x; _targetPos = _auxtarget getvariable ("UPSMON_lastknownpos"); if (!isnil "_targetPos") then { //If target in range check no friendly squad near if (alive _auxtarget && !(_auxtarget iskindof "Air") && (round([position _arti,_targetPos] call KRON_distancePosSqr)) <= _range) then { _target = _auxtarget; //Must check if no friendly squad near fire position { if (!isnull _x && _side == side _x) then { if ((round([position _x,_targetPos] call KRON_distancePosSqr)) < (KRON_UPS_safedist * 0.7)) exitwith {_target = objnull;}; }; } foreach KRON_NPCs; }; }; //If target found exit if (!isnull _target) exitwith {}; } foreach _targets; }; //If target fires artillery if (!isnull _target) then { //Fix current target call (compile format ["KRON_UPS_ARTILLERY_%1_TARGET = _target",_side]); _targetPos = _target getvariable ("UPSMON_lastknownpos"); if (!isnil "_targetPos") then { _arti removeAllEventHandlers "fired"; sleep 0.01; // chatch the bullet in the air and delete it _arti addeventhandler["fired", {deletevehicle (nearestobject[_this select 0, _this select 4])}]; [_arti,_targetPos,_rounds,_area,_maxcadence,_mincadence,_bullet,_salvobreak] spawn MON_artillery_dofire; }; }; }; }; sleep 0.5; } foreach KRON_UPS_ARTILLERY_UNITS; // if (KRON_UPS_Debug>0) then {player globalchat format["Init_upsmon artillery=%1",count KRON_UPS_ARTILLERY_UNITS]}; sleep _cycle; }; }; }; -
Module will not Re-syn on Dedi server
1para{god-father} posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
OK anyone know a way to Re-sync the Support Module back after a player disconnects ? , All works on start up but if i disconnect from the Server then reconnect i get no Support / CAS Why o why have they not made this Re sync in MP ? -
Module will not Re-syn on Dedi server
1para{god-father} replied to 1para{god-father}'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
Nope still cannot get it to Re-sync has anyone been able to get this working on a DEDI with a re-sync ? -
skill range (Array) on dedicated don't work?
1para{god-father} replied to falconx1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
We only run our Dedi server in Vet mode and it always works fine for us You are using "AICurrentSkill" try the code that he posted as that 100% works Just change your code to this and look at the logs { _x setSkill ["aimingAccuracy", 0.3]; _x setSkill ["aimingShake", 0.8]; _x setSkill ["aimingSpeed", 0.6]; _x setSkill ["endurance", 0.6]; _x setSkill ["spotDistance", 0.2]; _x setSkill ["spotTime", 0.25]; _x setSkill ["courage", 0.5]; _x setSkill ["reloadSpeed", 0.1]; _x setSkill ["commanding", 0.8]; _x setSkill ["general", 0.4]; //////DEBUG/////////////////////// _aA = _x skill "aimingAccuracy"; _aS = _x skill "aimingShake"; _aSp = _x skill "aimingSpeed"; _e = _x skill "Endurance"; _sD = _x skill "spotDistance"; _sT = _x skill "spotTime"; _c = _x skill "courage"; _rS =_x skill "reloadSpeed"; diag_log format [ "unit: %1\naimingAccuracy: %2\naimingShake: %3 \naimingSpeed: %4\nEndurance: %5\nspotDistance: %6 \nspotTime: %7\ncourage: %8\nreloadSpeed: %9" ,_x,_aA,_aS,_aSp,_e,_sD,_sT,_c,_rS]; } foreach units _grp1; Also just make a Functions that way you can just change the skill in 1 place INIT.sqf [] execvm "functions.sqf"; Functions.sqf God_fnc_Skill ={ _groupnamed = _this select 0; _leaderguy = leader _groupnamed; _leaderguy setskill 0.50; { _x setskill ["aimingAccuracy",0.30]; _x setskill ["spotDistance",0.50]; _x setskill ["spotTime",0.55]; _x setskill ["courage",0.55]; _x setskill ["commanding",0.50]; _x setskill ["aimingShake",0.50]; _x setskill ["aimingSpeed",0.55]; } foreach units _groupnamed ; }; then just call it on the group i.e _grp1 = [markerPos RandomDirection, EAST, (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> "OIA_InfTeam")] call BIS_fnc_spawnGroup; [_grp1] call God_fnc_Skill; -
Spawning and Despawning AI (using AI Spawn Script Pack)
1para{god-father} replied to Frascione's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Mate again another great script to add to your pack ! Any change you can add an option to stop fly over spawn ?? that way pilots do not set them off all the time :) -
Tutorial: Installation & Configuration of ArmA3 Dedicated Server
1para{god-father} replied to terox's topic in ARMA 3 - SERVERS & ADMINISTRATION
Need some advice on our Dedi server If we run arma3.exe we can host a lot of servers and the ping is great and runs fine, However if we try and run arma3server.exe we get a ping of 2500 on each server on the list Any idea why that would be ?