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Everything posted by 1para{god-father}
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OO PDW - oriented object Persistent Data World
1para{god-father} replied to code34's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Great Example very Helpful ! -
SRU - Persistent Database and Resupply
1para{god-father} replied to tebbbs's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
This will be a great feature hope you add this soon!!!! -
Roads will disappear at a short distance in game as it will move over to your Sat mask so the only way around this is to Draw them onto your satmask that way you will still see them at Distance. Export your road.shp into an image then add that layer to your mask that way it will all liner up correct - amend the colors as needed Same for ground textures it will move to your Satmask as well at a certain Height above the ground hence you will not see the ground textures only Satmask HTH
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Does anyone out there have a random roadblock generator ? looking to fill the map with Random roadblocks What i have so far - but need to set the Placements to the road !? god_number_blocks=3; //avr God_min_distance_between_blocks=5000; _roads = [1500,1500,0] nearRoads 25000; _number_blocks = ceil ((count _roads / 3000) * god_number_blocks); hint format["attempting to create %1 Road Blocks...",_number_blocks]; _created_blocks = []; GOD_MARKERS=[]; while{count _roads > 0 && count _created_blocks < _number_blocks} do { _j = (count _roads - 1) min (round random (count _roads)); _blockpos = _roads select _j; _roads = _roads - [_blockpos]; if({_x distance _blockpos < God_min_distance_between_blocks} count _created_blocks == 0 && count roadsConnectedTo _blockpos >= 2) then { _cid = floor(random 10000); _name = format["mrk_%1", _cid]; _foo = createmarker [_name, getPos _blockpos]; _foo setmarkertype "mil_dot"; GOD_MARKERS pushBack _name; //Spawn Roadblock Bunkers - how to place them in correct position ? _bargate = createVehicle ["Land_BarGate_F", getPos _blockpos, [], 0, "NONE"]; _bunker1 = createVehicle ["Land_BagBunker_Small_F", _bargate modelToWorld [6.5,-2,-4], [], 0, "NONE"]; _bunker2 = createVehicle ["Land_BagBunker_Small_F", _bargate modelToWorld [-8,-2,-4], [], 0, "NONE"]; _created_blocks = _created_blocks + [_blocks]; } Thanks
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Problem with my terrain.
1para{god-father} replied to VectorLaky's topic in ARMA 3 - TERRAIN - (BUILDER)
I suggest you try and find a way to get PboProject to work as that is your best bet to locate the issue as PBO Manger will just let the bug slip through! -
Problem with my terrain.
1para{god-father} replied to VectorLaky's topic in ARMA 3 - TERRAIN - (BUILDER)
Are you using PboProject to Pack your Terrain Up or Addon Builder ? If not PboProject i suggest you use that as it will help locate any issue fast ! Also what is the Size of your Terrain ? - are you using any Custom Objects or just A3 Objects ? -
SRU - Persistent Database and Resupply
1para{god-father} replied to tebbbs's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Great work and great idea ! -
Roads missing after packing
1para{god-father} replied to setman's topic in ARMA 3 - TERRAIN - (BUILDER)
I would use PboProject :- https://dev-heaven.net/projects/mikero-pbodll/files Stay away from Add on Builder for Terrains, PboProject will stop at any error and let you trace it back ! Have you exported your shapes , also check you are exporting JUST your road layer not all layers -
Saint Kapaulio Terrain [W.I.P]
1para{god-father} posted a topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Saint Kapaulio Terrain by 1PARA {God-father} About this project: Size: 20k x 20k Gridsize: 4096x4096 Cellsize: 5 Satimage: 20480 x 20480px. 1.1 Million Objects place to date ​Totally Fictional Terrain **Still working on Sat_mask and also placements of some Objects. More details on http://www.kapaulio.co.uk This Terrain was never intended to be a real place and it is heavily designed around our S.A.G mission we play every Sunday & Wednesday @ 1PARA - but thought that others might like to play at some point . It is a Tropical Style Island , with various Terrains - 1 Main River running into a big open lake that leads back out to the sea, A desert area to the North , and a small Desert Oasis to the South, There are 2 Swamp areas and the middle of the Island is fairly flat which is just great for Mission ( as with other terrains you always have the high ground to shoot down which I find just a tat like duck shooting )., to the East is all the Mountain ranges , and to the West area's is the hills for those duck shooters out their :) There are 2 Main Airbases 1 north West and the other down in the South east, the one down in the South is still under construction, as well as a few dirt landing strips for those smugglers. There are 3 Major Cities and hundreds of smaller villages and settlements, 5 ports , and lots of Military compounds - as well as lots of spare space to build your own Fobs and bases. Like I have said before this was never meant to look perfect and have all the details of other terrains out there where they make it really realistic with telephone boxes street signs etc.... as TBH when we are playing our mission those details are very rarely looked at or even noticed. It is in Beta stage and we are playing a Campaign on it now and you can check out the video footage on the Website http://www.kapaulio.co.uk/index.php/sag-campaign/action-reports -
Saint Kapaulio Terrain [ W.IP]
1para{god-father} replied to 1para{god-father}'s topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks :) -
Adding custom objects
1para{god-father} replied to cookies2432's topic in ARMA 3 - TERRAIN - (BUILDER)
Just put them in your p: i.e p:\Jbad_structures , etc... as Zukov advised Remove them from your p:/a3 folder :) -
adjusting object height in TB
1para{god-father} replied to tazmania720's topic in ARMA 3 - TERRAIN - (BUILDER)
Agree xcam all the way , however you can move it in BD hold "w" then left click and move mouse up down , now it moves a little at a time ! Not big steps :) -
OK need some Help/ Advice please I am creating a marker around all my towns and i would like to populate them depending on Size of the marker , would this be the way to go ? Not sure this is correct to get the size of the marker ? Thanks { private [ "_town", "_tempArray", "_sizeX", "_sizeY", "_name", "_zonename", "_foo", "_zoneCheck", "_zoneunit" ]; _town = text _x; _tempArray = toArray _town; _tempArray = _tempArray - [ 32 ]; _town = toString _tempArray; _sizeX = getNumber (configFile >> "CfgWorlds" >> worldName >> "Names" >> (text _x) >> "radiusA"); _sizeY = getNumber (configFile >> "CfgWorlds" >> worldName >> "Names" >> (text _x) >> "radiusB"); _name = format["mrk_%1", _town]; _zonename = format["Z_%1", _town]; _foo = createmarker [_name, getPos _x]; _foo setMarkerSize [_sizeX, _sizeY ]; _foo setMarkerShape "ELLIPSE"; _foo setMarkerBrush "SOLID"; if ((_sizeX) <= 150) then { spawn stuff }; if ((_sizeX) <= 250) then { spawn stuff }; if ((_sizeX) <= 350) then { }; if ((_sizeX) <= 450) then { }; if ((_sizeX) <= 550) then { spawn stuff }; if ((_sizeX) <= 650) then { spawn stuff }; if ((_sizeX) <= 750) then { }; if ((_sizeX) <= 850) then { spawn stuff }; if ((_sizeX) > 850) then { spawn stuff }; sleep 0.2; } forEach nearestLocations [getArray (configFile >> "CfgWorlds" >> worldName >> "centerPosition"), ["NameCityCapital","NameLocal","NameCity","NameVillage","Strategic","CityCenter","NameMarine","Hill","StrongpointArea"], 25000];
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what part you stuck on Have you exported your height field out yet ?
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Work out size of markers
1para{god-father} replied to 1para{god-father}'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
yep that is what I was trying to accomplish and failed at. Thanks perfect. -
Does anyone have a script that will spawn a Ammo crate at all military compounds around the map ? *SOLVED* just grabbed the heli pads for now as done the Job :) if (!isServer) exitWith {}; private ["_marker","_boxes","_town","_newpos","_numb","_boxnum","_box","_townpos","_bases"]; _heliPadClasses = ["Land_HelipadSquare_F","Land_HelipadRescue_F","Land_HelipadCivil_F"]; _bases= nearestObjects[position server,_heliPadClasses,500000]; _boxes = ["Box_NATO_AmmoOrd_F","Box_NATO_AmmoOrd_F","Box_NATO_AmmoOrd_F"]; //random later boxescashe = 30; while {boxescashe > 0} do { _boxestype = _boxes call BIS_fnc_selectRandom; _town = _bases call BIS_fnc_selectRandom; _bases = _bases - [_town]; _townpos = (position _town); _townnewpos = [_townpos, 1, 15, 1, 0, 60, 0] call BIS_fnc_findSafePos; _box = createVehicle [_boxestype,_townnewpos,[], 0, "NONE"]; nul = [_box] execVM "crates\cratefiller.sqf"; boxescashe = boxescashe - 1; _cid = floor(random 100000); _markera = createMarker[format["marker%1",_cid],getPos _box ]; _markera setMarkerShape "ICON"; _markera setMarkerType "mil_dot"; _markera setMarkercolor "ColorBlue"; };
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Have you look at theses videos yet , if not i suggest you take a look first then post up any issues you have :) https://www.youtube.com/watch?v=EDjPzSuI8Vo
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Work out size of markers
1para{god-father} replied to 1para{god-father}'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
Sorry should have make it a little clearer :) I have all the markers around the towns with the correct Sizes , its the next bit where i spawn depending on Size i.e..... if ((_sizeX) <= 150) then { spawn stuff }; This is the bit I am having trouble with what is best approach -
I would regenerate your layers and make sure you get no Errors as it is clearly missing the ground textures, but looks cool for xmas :)
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Saint Kapaulio Terrain [ W.IP]
1para{god-father} replied to 1para{god-father}'s topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks for the kind words and glad you like it :) -
Error while installing FuturaToP
1para{god-father} replied to burn0ut7's topic in ARMA 3 - TERRAIN - (BUILDER)
Sorry never used that tool I presume that extracts to your p:\ ? Do you have your p: set up can you see p: ? Also to save you losing all your hair and mind do not use the BIS tools - use ArmA3p instead link below it will honestly save you :) use http://dev.withsix.com/projects/mikero-pbodll/files -
omg that looks awesome ! :)
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Are you using Jbad Bridges ? They do work , a little problematic with AI but they work, did you Extract the into your p: and keep the same paths ?
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This should help :- http://tactical.nekromantix.com/wiki/doku.php?id=arma:cfgenvsounds
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That,s a fantastic idea mate well done ! Sorry but mission night tonight for me .