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ArmAriffic

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Posts posted by ArmAriffic


  1. Hi and welcome to the forums, just a few rules...

    §8) Post in the right forum

    Please ensure you make new threads in the correct forum, if you're unsure of which forum to post in feel free to ask a moderator.

    §23) No user introduction threads

    Welcome to the BI Forums! However please note that we do not allow any "I'm the new one", "I'm back" or "I'm leaving" threads here. If you want to feel welcome simply jump into an ongoing discussion and combine your hello with a thoughtful and insightful post!

    http://forums.bistudio.com/misc.php?do=showrules :)


  2. solved my own problem

    
    _center = _this select 0;
    _dist = _this select 1;
    
    _aitarg = nearestobjects [_center,["man"],_dist]; 
    {if (side _x == west && _x != Player) exitwith {deleteVehicle _x};} forEach _aitarg;
    
    sleep 1;
    
    _aitarg2 = nearestobjects [_center,["man"],_dist]; 
    {if (side _x == west && _x != Player) exitwith {deleteVehicle _x};} forEach _aitarg2;
    
    sleep 1;
    
    _aitarg3 = nearestobjects [_center,["man"],_dist]; 
    {if (side _x == west && _x != Player) exitwith {deleteVehicle _x};} forEach _aitarg3;
    
    sleep 1;
    
    _aitarg4 = nearestobjects [_center,["man"],_dist]; 
    {if (side _x == west && _x != Player) exitwith {deleteVehicle _x};} forEach _aitarg4;
    

    and

    
      if (_DisX > _ZoneDis and _inzone) then {Hint "Debug: Not In Zone";_inzone = false;nul = [_DZ, _DZS] execVM "deletewest.sqf";};
    


  3. Just add something like waitUntil unit distance player > _C then delete them in the spawn script?)

    Nah that wont work, as I need to do it on multiple zones

    Also, _C is a horrible variable name. :) Why not use something like deleteDistance or timeToGoByeByeRange? :)

    I was just using it as a temporary name lol :D

    PS. I updated the script at the top, I forgot about the spawn marker so you probably thought that I meant it for one area


  4. I'm trying to create zones where AI spawn when the player enters and de-spawn when he leaves, so far I have

    dist.sqf

     
    _unit = _this select 0;
    _targ = _this select 1;
    _ZoneDis = _this select 2;
    _Mkr = _this select 3;
    
    _inzone = false;
    
    while {true} do { 
      _DisX = _unit distance _targ; 
    
      if (_DisX < _ZoneDis and not _inzone) then {Hint "Debug: In Zone";nul = [_Mkr, 50] exec "SpawnWest.sqf";_inzone = true};
      if (_DisX > _ZoneDis and _inzone) then {Hint "Debug: Not In Zone";_inzone = false;};
    
      sleep 1;
    
    };
    

    spawnwest.sqf

    _US_groups = ["US_Team"];
    
    _markerPos = getMarkerPos (_this select 0);
    
    _grp = [_markerPos, West, (configFile >> "CfgGroups" >> "West" >> "BIS_US" >> "Infantry" >> (_US_groups select (floor(random(count _US_groups)))))] call BIS_fnc_spawnGroup;
    [_grp, _markerPos, (_this select 1)] call bis_fnc_taskPatrol;
    

    called like

     nul = [P1, Car1, 10, "test1"] execVM "dist.sqf"; 

    everything is going awesomely but I haven't been able to find a way to detect which AI units are <_C meters from the target and delete them when the Player is >_C meters from the target, thanks in advance :)


  5. Hey, sorry if it's been covered already and I missed it, but what exactly doe the destroy fuel pumps option do? Does it mean fuel stations can be destroyed by players, are all destroyed by default and must be repaired, are all destroyed and cannot be repaired, or just some are destroyed and some aren't?

    if "Destroy Fuel Stations" is set to yes they will be destroyed and cannot be repaired, if set to no they will be there and fully functioning


  6. 1.4 has been released

    NEW FEATURES

    Skyrim launcher support for Skyrim Workshop (PC)

    BUG FIXES

    General optimizations for memory and performance

    Fixed occasional issue with armor and clothing not displaying properly when placed on mannequins in player's house (PS3)

    Long term play optimizations for memory and performance (PS3)

    Improved compiler optimization settings (PC)

    Memory optimizations related to scripting

    Fixed issue with dangling scripts not properly clearing from memory

    Fixed crashes related to pathing and AI

    Fixed crash in "Haemar's Shame" if player had already completed "A Daedra's Best Friend"

    Fixed rare crash with loading saved games

    Fixed issue with accented characters not displaying properly at the end of a line

    Fixed issue where dragon priest masks would not render correctly

    Fixed issue where quests would incorrectly progress after reloading a save

    Fixed issues with placing and removing books from bookshelves in the player's home

    Optimized bookshelf script in player-owned houses that would occasionally block other scripts from properly firing off

    Fixed issue where weapon racks and plaques would not work correctly in player's house if player immediately visits their house before purchasing any upgrades

    Fixed issue where the player house in Windhelm would not clean up properly

    Fixed crash related to giant attacks and absorb spells

    Fixed issue with ash piles not cleaning up properly

    Fixed occasional issue where overwriting an existing save would fail

    Fixed memory crash with container menu

    Fixed infinite loop with bookshelves

    Fixed issue where transforming back to human from werewolf would occasionally fail

    Bows and daggers will display properly when placed on weapon racks

    Fixed occasional audio issue that would play sound effects louder than intended

    Fixed bug related to hitching between cell boundaries

    Master Criminal achievement/trophy unlocks properly in French, German, Spanish and Italian

    Fixed issue where traps in Shalidor's Maze would not work properly in French, German, Spanish and Italian versions

    QUEST FIXES

    The Unusual Gem that was inside the Thalmor Embassy is now accessible after finishing "Diplomatic Immunity"

    In "Breaching Security", the quest token is no longer required to receive a fortune reading from Olava the Feeble

    Fixed issue where Galmar would not complete Joining the Stormcloaks properly if "Season Unending" was an active quest

    Fixed issue where starting "Season Unending" after finishing "Joining the Stormcloaks" would prevent "The Jagged Crown" from starting properly

    Fixed issue where progressing through "Message to Whiterun" while "Season Unending" was still open would block progression for both quests

    In "Arniel's Endeavor", fixed issue where a quest journal would trigger multiple times

    In "Forbidden Legend", the amulet fragment can no longer disappear after player leaves a dungeon without taking it

    Fixed rare issue in "Forbidden Legend" where killing Mikrul Gauldurson while sneaking would make his corpse unaccessible

    In "The White Phial", the phial can no longer disappear if player leaves dungeon without taking it

    "The White Phial" will now start properly if player already has a briar heart in their inventory

    Player can no longer get stuck in Misty Grove after completing "A Night to Remember"

    Fixed issue where leaving Riften during "A Chance Arrangement" would prevent quest from progressing

    In "Darkness Returns", a door in Twilight Sepulcher will properly open if the player leaves the dungeon for an extended period of time before completing the quest

    In "Revealing the Unseen", if the player leaves the Oculory for an extended period of time after placing the focusing crystal and returns, the quest will proceed correctly

    "Onmund's Request" will now start properly if player has already found Enthir's staff before receiving this quest

    Fixed instance where Tonilia would stop buying stolen items and also would not give Guild Leader Armor

    "Repairing the Phial" will start properly if player already has unmelting snow or mammoth tusk in their inventory

    Finding Pantea's Flute before speaking with Pantea no longer prevents her quest from updating

    In "The Break of Dawn", fixed rare instance where a quest object would spawn incorrectly on the Katariah during Hail Sithis

    Fixed rare issue in "The Mind of Madness" where player is unable to equip the Wabbajack

    Fixed issue in "Pieces of the Past" where Mehrunes Dagon's Razor will not trigger properly if player leaves the cell for extended period of time before activating it

    "Blood's Honor" will start properly if you visited and completed Driftshade and an extended period of time passes before starting the quest.

    Fixed rare issue where "Dampened Spirits" would not start properly

    Fixed issue where player would be unable to become Thane of Riften if they purchased a home first

    Fixed issue where killing guards in Cidhna Mine would block progression for "No One Escapes Cidhna Mine"

    Fixed numerous issues with "Blood on the Ice" not triggering properly

    In "Blood on the Ice", Calixto can now be killed if player owns a house in Windhelm

    In "The Cure for Madness", killing Cicero then resurrecting him no longer impedes quest progress

    Fixed rare issue in "To Kill an Empire" where an NPC would fail to die properly

    Clearing Knifepoint Ridge before starting "Boethiah's Champion" no longer prevents quest from starting.


  7. SOME sort of "alien" has to be real, there is billions of planets\stars and we can't be the only one with life...but I don't know if they would visit earth just to probe rye :p :D


  8. Then let me give you a challenge. What would be the most interesting scenario you would encounter in a metropolitan environment using ArmA 3's engine? Think long and hard, use your imagination and anything goes.

    Me, I think I would really enjoy maneuvering my helicopter between the skyscrapers, preparing to deliver my passengers to the objective rooftop via fast-rope, and evading enemy fire using the buildings as cover.

    I can think of some pretty cool ones, but they are running at 10fps from all the objects... :D

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