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DarkDruid

Former Developer
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Everything posted by DarkDruid

  1. Simply put - maybe. PhysX particles can help to do that (these ground collisions aren't powered by PhysX), but they are still WIP.
  2. This effect is going to be tweaked soon. But collisions of those shells are the same as the collissions of MachineGunCartridge already. They collide only with the ground. :)
  3. DarkDruid

    help with a script error

    Is local variable _allunits defined? Maybe you wanted to use script command allUnits?
  4. You are not able to lock any chopper because those missiles are AT. There is wrong name displayed, it will be fixed ASAP.
  5. New commands added into BiWiki: - tvAdd - tvClear - tvCount - tvCurSel - tvData - tvDelete - tvPicture - tvSetCurSel - tvSetData - tvSetPicture - tvSetValue - tvSort - tvSortByValue - tvText - tvValue
  6. I'm going to add them into BiWiki documentation soon, probably this weekend. They are going to be a part of one of the upcoming updates. See first paragraph: http://beta.arma3.com/sitrep-00017
  7. DarkDruid

    Discussion on "Axed" Features

    This isn't just company political decision. I have tried one of stance indicator mods made by community some time ago. It worked pretty well, but it was badly optimized. Very complex missions were broken if this stance indicator was enabled, because there wasn't enough time in each frame for all scripts (mission + stance indicator). And that was just one community-made feature. Don't get me wrong, there is a lot of mods which are better optimized. I know that. But that bad optimization wasn't caused just by script structure and used functions. Features implemented (partialy or absolutely) in the engine have better performance, that's the fact. Sometimes is difference just small and time required for implementation of that feature into engine isn't acceptable. But in many cases is difference significant. That's one of the reasons why is so many features implemented in the engine. That stance indicator mode was an extreme, but we can't just simply take a mod and put it into the game. Overall performance of the game would be a lot worse. We can use mods as an inspiration, but code itself usually doesn't help us at all.
  8. DarkDruid

    Discussion on "Axed" Features

    configFile >> CfgImprecision That was scripted prototype. Unfortunately this feature wasn't fully implemented and it doesn't have priority now.
  9. That's just hotfix. You can disable a blur part of the fatigue visual effect if you want, that's all. It's just hotfix and any other negative consequences weren't removed. Weapon resting requieres changes in the engine and time of programmers. Visible firemode switch was made by someone else and it required just some changes in configs/animations. Droping of visible firemode switch wouldn't help features like weapon resting at all.
  10. DarkDruid

    Fatigue effects

    We are going to look at it too, but I can't promise anything specific about it at this moment.
  11. DarkDruid

    Fatigue effects

    What I'm talking about is just hotfix, not a final solution.
  12. DarkDruid

    Fatigue effects

    There will be small change in the look of fatigue visual effect and you should be able to switch off the blur part.
  13. _this select 7: String (optional) - Used config, default is configFile. You can use configFile, missionConfigFile, campaignConfigFile This is a part of info in the header of that function (you can see it in function viewer in the game). Your hint is probably in a different config file. If you defines that hint in description.ext file in mission folder, then your hint is in missionConfigFile which isn't default config file of this function. I will change this function and make it to check all config files.
  14. DarkDruid

    How to remove animals

    One of our programmers (George) fixed script command enableEnvironment yesterday. By that command you can switch off all ambient animals.
  15. DarkDruid

    How to remove animals

    I'm very sorry for confusion. It is our internal file which is merged in config.bin. You can see required variables via Config Viewer in the game (Editor > Config Viewer). Just look at configFile >> CfgWorlds >> Stratis >> AmbientA3. You should be able to rewrite these config values in your user-made addon. Variable maxCost determines how many ambient animals will be created on the map.
  16. DarkDruid

    Auto jede or iede

    I'm sorry for confusion, that's my debug. This site shouldn't be a part of the game anymore. It should be fixed in tomorrow's update of the dev branch.
  17. DarkDruid

    Where's the new animals in BETA?

    The simple way is a site. Select in the editor Modules (F7) > Sites > Animals > Dogs and then set number of dogs and radius. If you really need to use a script, then try this: _animal = createAgent [_animal,_pos,[],0,"NONE"]; Variable _pos is a position where an animal will be spawned. Variable _animal is a config class of that animal, you can use "Fin_random_F" or "Alsatian_random_F" for a dog.
  18. DarkDruid

    How to remove animals

    Bees and other small animals have almost fully randomized movement, there are just some borders (they don't fly too high, they don't fly under the ground, etc.) but I wouldn't call it AI. If you would like to have any new feature in the game, then please create a ticket on Feedback Tracker (http://feedback.arma3.com). Anyway, we don't mind if you want to create a mode which disables all animals or changes rules of creation. All this is set in addon Map_Stratis.pbo, file cfgAmbient.hpp. :)
  19. DarkDruid

    Highest point on Altis?

    This is the right direction
  20. DarkDruid

    Fatigue effects

    I'm reading all your posts in this thread. According to your feedback, it is obvious that there are more than just few players who doesn't like the visual fatigue effect. There are some options which have been formed by your feedback and our internal discussion. I can't say you what exactly is going to happen with that visual effect. Final solution depends on many variables (influence on gameplay, implementation time, etc.) and it wasn't decided yet. But we know about all this and it is probable that there will be some changes. Anyway, thank you all for help and for all on-topic posts. :)
  21. DarkDruid

    Error:" "

    There is wrong variable after command handgunWeapon (at least I guess this isn't defined somewhere else?) and missing quote in your hint. Try this: action.sqf if (handgunWeapon player1 == "") then {hint "You no not have a gun!"} else {execVM "HOLS.sqf"} If it doesn't help, then check variable player1. It must be defined.
  22. DarkDruid

    Where's the new animals in BETA?

    There is a bug. Animals are part of the update already, but you can spawn them only via script command right now. We will fix it as soon as possible.
  23. DarkDruid

    factor and interpolate

    Yeah, you are right. There is just typo in your explanation of interpolate. It is: a interpolate [p,q,r,s] = a<=p:r a>=q:s p<a<q: [(a-p)/(q-p)]*(s-r) +r
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