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Everything posted by zooloo75
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spawn BIS_fnc_MP stops working
zooloo75 replied to unidad2pete's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Clever! :P -
Ah, well then I have some observations - I did some testing and noticed that you can't do setVariable or getVariable to an ammo model. For example: I spawned in the C4 charge with createVehicle, and getVariable always returned nil. My workaround was to attach a game logic to the explosive and just setVariable to it instead. I probably overlooked this, but is there a way to spawn the explosion that the explosive usually has? I tried setDamage 1 on the explosive but that had no effect. My workaround was to use the helicopter explosion effect in cfgVehicles and then immediately delete the explosive object. Also is there a way to "link" a spawned explosive to a unit so they can have the usual functionality such as setting the timer or touching off the explosive? I had to make up my own way of doing it (nothing wrong with it - just wondering if I overlooked the command). Also my system is designed in such a way that the user can add the functionality to any units and command them to use the action as if it were natural for the AI. Only problem is pathfinding to get the AI close enough to a vehicle (I wish that if I ordered a single unit to move somewhere, they'd go exactly to that position :P ). A fix would be to have AI vehicle detection areas a bit bigger than the player's. @Fastroping - I did see a "ropeX" object in cfgVehicles; I'm assuming that is for fast roping? I haven't played TKoH but I heard there was fastroping in it and you could transport vehicles with helis. I did notice some scripting commands for TKoH that allowed a rope to be deployed from a helicopter too. Is it possible that we will see that in A3?
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spawn BIS_fnc_MP stops working
zooloo75 replied to unidad2pete's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks Tonic! That Wookie guy is a pain in the ass. -
spawn BIS_fnc_MP stops working
zooloo75 replied to unidad2pete's topic in ARMA 3 - MISSION EDITING & SCRIPTING
That's a shame :( I'll do some more studies on this command in a passworded/closed server with my mission and see if it still happens. -
spawn BIS_fnc_MP stops working
zooloo75 replied to unidad2pete's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yeah, I need to redo the vehicle purchasing. Made that on the first days of developing the mission a few months ago - I improved tons over the course of the mission's development. But I can confirm that BIS_fnc_MP ceases to work after about an hour. I tested it on a few missions and saw that it is consistently doing this after the mission has been running for a while. I have to convert all my usage of BIS_fnc_MP with PVEH's instead which is less convenient :P Although the code could be done simpler, most of it is not nonsense as it's crucial for the vehicle to spawn and work properly within my mission. In RP:Ultimate the player purchases a vehicle by going up to predefined vehicles on the map and buying them. The predefined vehicle is moved to an unknown spot on the map and the info needed to spawn the vehicle is taken from the predefined vehicle and then used to create the new vehicle. The player is given the illusion that they just bought the vehicle on the lot instead of having a newly spawned vehicle. All the variables tied to the vehicle defines if the vehicle is owned by the player and if the vehicle is a police vehicle and if it has a predefined color/texture,etc. -
[SCRIPT] Explosive-To-Vehicle
zooloo75 replied to zooloo75's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I was thinking of making an addon/script package that "un-axes" a lot of "axed" features. It's disappointing that we saw and were promised a lot of wanted features only to have them removed or canceled. -
[SCRIPT] Explosive-To-Vehicle
zooloo75 replied to zooloo75's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This is a script - mission devs will have to add it into their mission. Contact the developer(s) of your favorite mission and see if they would like to implement this. -
It would be nice if mission devs could modify/add to configs specifically for their mission (such as cfgVehicles,cfgWeapons, and cfgMagazines) this should allow the community to make their mission exactly the way they want it without having to make their players download an addon that changes a few config entries. We can already change some configs, we should be able to change them all. Correct me if we can already change those. Just read that fast-roping is also axed. WTF :c I guess I'll have to "un-axe" that feature too. Come on BIS, I don't see why placing explosives on vehicles was axed - I made a working system in an hour...
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[SCRIPT] Explosive-To-Vehicle
zooloo75 replied to zooloo75's topic in ARMA 3 - MISSION EDITING & SCRIPTING
It spawns an explosion then deletes the explosive charge (setDamage 1 on the explosive charge does nothing). It can include any explosive. I just haven't coded the other ones in, but the system is ready to add more in with ease. It works like any other AI commanding for actions. The only problem is that the pathfinding is horrible and AI never go exactly where I want them - more of an engine limitation :\. A work-around would be to increase the area that the script checks for vehicles. Currently it's set at 5 meters. Thanks! :) -
[SCRIPT] Explosive-To-Vehicle
zooloo75 replied to zooloo75's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Correct. -
http://forums.bistudio.com/showthread.php?159437-SCRIPT-Explosive-To-Vehicle
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[SCRIPT] Explosive-To-Vehicle
zooloo75 replied to zooloo75's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Added timer function to the explosive. -
I imagine it would be possible to command your AI to do it via actions. ---------- Post added at 09:35 PM ---------- Previous post was at 09:10 PM ---------- Spawn yourself as an explosive specialist diver and place an enemy boat in the water. Have fun :)
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If anyone is interested in the axed feature of attaching an explosive charge on a vehicle, I spent some time recreating it about an hour ago. https://www.dropbox.com/sh/2z40usk9ovsoe2c/moBBO69lIi
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Spent some time on this. https://www.dropbox.com/sh/2z40usk9ovsoe2c/moBBO69lIi Gonna release it to the scripting sections once I finish it. I still have to add timers. Right now I just have Touch offs.
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Scripts can be implemented in the mission. Addons cannot.
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You know what? I'm going to make y'all happy :) Give me a few mins, I'll make a working satchel-to-vehicle system.
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The latest patch broke almost everything in my mission and I don't know why... The same build worked perfectly 2 days ago. ---------- Post added at 04:05 PM ---------- Previous post was at 03:37 PM ---------- I fixed the undefined vars that happen only in dev build right now. Even though the variables get defined during the initialization process in my mission, they still don't get defined. Had to define them in a separate script. Now to get rid of all BIS_fnc_MP's due to their unreliability. Also I'm not sure if the dev build is broken or if its my mission but I'm hoping its the dev build as I'm finding a lot of bugs in the game itself such as when you freelook and stop freelooking, your player turns. EDIT: I'm seeing lots of errors in other people's work too. I guess it's safe to assume that BIS broke something?
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It looks like BIS_fnc_MP is very broken now. After a while it stops working completely - nothing gets sent across the network with it. Broke quite a bit of stuff in my mission - I guess it's time to either wait for the function to be fixed or convert these to my own PVEH's. Also loaded the mission in dev build only to find that it spits out tons of errors about undefined variables. It makes no sense since my variables get defined during the initialization process. Also these errors didn't show in stable build. I'm honestly feeling like just waiting for the final release of the game and just redoing the entire mission but I doubt I'll have time then...
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Here you go - just plop this in the aerial vehicle's init line. _nul = [this] spawn {_veh = _this select 0; _alt = position _veh select 2; while{alive _veh} do {sleep 0.1; if(position _veh select 2 > _alt) then {_veh setVelocity [velocity _veh select 0, velocity _veh select 1, (velocity _veh select 2) -2];}; if(position _veh select 2 < _alt) then {_veh setVelocity [velocity _veh select 0, velocity _veh select 1, (velocity _veh select 2) + 2];}};}; It's very messy code, but it works :P
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Addon-Free Stat Save System [Script]
zooloo75 replied to zooloo75's topic in ARMA 3 - MISSION EDITING & SCRIPTING
It can save whatever you want it to save. If you need help with the system, add me on Steam: Zooloo75. -
A quick Google of those "type_x" messages showed that it's caused by having animals on the map...
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Battleye is here (Quick tutorial)
zooloo75 replied to terox's topic in ARMA 3 - SERVERS & ADMINISTRATION
Let's say I BattleEye ban someone from my server, they can't access my server anymore but can obviously still access other servers. How exactly will global bans be handed out? You say cheat, I say I use my own debugger in my mission which happens to have blacklisted commands I added in scripts.txt - it ends up banning me. Would that trigger the global ban? I guess to sum up my question - who determines the global ban and how is the info sent to them? -
Battleye is here (Quick tutorial)
zooloo75 replied to terox's topic in ARMA 3 - SERVERS & ADMINISTRATION
This is great news! Can't wait for it to roll out on stable branch. I have a question, will global bans return with ArmA3? And how will they be triggered? I don't want to end up getting falsely GB'd for doing stuff on my server.