meaty
Member-
Content Count
59 -
Joined
-
Last visited
-
Medals
Everything posted by meaty
-
Vehicle disable, but not destroy
meaty replied to jazzer12369's topic in ARMA 3 - MISSION EDITING & SCRIPTING
guess i should have been a little clearer 🙂 I am using the actual hit point names, but it doesn't work. So for example this code works in that only the tyres, turret, and engine parts get damaged this addEventHandler ["HandleDamage",{(_this#7 in ["hitlfwheel","hitlbwheel","hitlmwheel","hitlf2wheel","hitrfwheel","hitrbwheel","hitrmwheel","hitrf2wheel","hitturret","hitengine"])}] however if you use this addEventHandler ["HandleDamage",{!(_this#7 in ["hitlfwheel","hitlbwheel","hitlmwheel","hitlf2wheel","hitrfwheel","hitrbwheel","hitrmwheel","hitrf2wheel""hitturret","hitengine"])}] then the vehicle takes damage as it normally would without any code. -
Vehicle disable, but not destroy
meaty replied to jazzer12369's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I've recently been trying to do exactly this so this code is a god send! However as some vehicles have a ton of hitpoints that differ between vehicles (especially modded ones) i'd rather say which ones to protect just to save a ton of work. But i am having an issue where the code for "hit points to protect" doest seem to be working at all and the vehicle just takes damage as normal. Does it need more than just the ! in the line to work? thanks meaty -
So i'm at wits end with this flipping auto-report, i've tried every method that the search turned up, and whilst i can get the customdifficulty to work in all other regards, the auto-report still reports! :banghead: Heres the configs, can anyone spot what i'm doing wrong here?? server.cfg // // server.cfg // // comments are written with "//" in front of them. // STEAM steamPort = 8766; // default 8766, needs to be unique if multiple serves on same box steamQueryPort = 27016; // default 27016, needs to be unique if multiple servers on same box // GLOBAL SETTINGS hostname = "SimHQ - Tactics and Teamwork Arma 3 Server"; // The name of the server that will be displayed in the public server list password = "im_not_that_stupid"; // Password to join the server passwordAdmin = "im_not_that_stupid"; // Password to become server admin. When you're connected to the server, open the chat and type '#login password' //reportingIP = "arma3pc.master.gamespy.com"; // not used anymore in Arma 3 logFile = "arma3server.log"; verifySignatures = 0; // Prevent players with unknown mods from joining the server (best kept at 2 if you want to reduce the number of hackers) equalModRequired = 0; // Prevent players who don't have the exact same mods as the server from joining (best kept at 0) requiredSecureId = 1; // was used to define type of secureID // WELCOME MESSAGE ("message of the day") // It can be several lines, separated by comma // Empty messages "" will not be displayed at all but are only for increasing the interval motd[] = { "Welcome to the SimHQ Tactics and Teamwork Arma 3 Server", }; motdInterval = 5; // Time interval (in seconds) between each message // JOINING RULES maxPlayers = 20; // Maximum amount of players. Anybody who joins the server is considered a player, regardless of their role or team. kickDuplicate = 1; // Each player normally has its own unique ID. If set to 1, players with an ID that is identical to another player will be kicked //requiredBuild = 12345; // Require clients joining to have at least this build version of game, preventing obsolete clients to connect // VOTING voteMissionPlayers = 1; // Tells the server how many people must connect before displaying the mission selection screen, if you have not already selected a mission in this config voteThreshold = 0.33; // Percentage (0.00 to 1.00) of players needed to vote for something, for example an admin or a new mission, to become effective. Set to 9999 to prevent people from voting random players as admins. // INGAME SETTINGS disableVoN = 0; // If set to 1, voice chat will be disabled vonCodecQuality = 10; // Supports range 1-30; 8kHz is 0-10 (narrowband), 16kHz is 11-20 (wideband), 32kHz is 21-30 (ultrawideband); higher = better sound quality persistent = 0; // If set to 1, missions will continue to run after all players have disconnected timeStampFormat = "short"; // Set the timestamp format used on each line of the server RPT log file. Possible values are "none" (default), "short", "full". BattlEye = 0; // If set to 0, BattlEye Anti-Cheat will be disabled on the server (not recommended) //difficulty="Custom"; forcedDifficulty="CustomDifficulty"; // FILE EXTENSIONS allowedLoadFileExtensions[] = {"hpp","sqs","sqf","fsm","cpp","paa","txt","xml","inc","ext","sqm","ods","fxy","lip","csv","kb","bik","bikb","html","htm","biedi"}; // only allow files with those extensions to be loaded via loadFile command (since Arma 3 build 1.19.124216) allowedPreprocessFileExtensions[] = {"hpp","sqs","sqf","fsm","cpp","paa","txt","xml","inc","ext","sqm","ods","fxy","lip","csv","kb","bik","bikb","html","htm","biedi"}; // only allow files with those extensions to be loaded via preprocessFile/preprocessFileLineNumber commands (since Arma 3 build 1.19.124323) allowedHTMLLoadExtensions[] = {"htm","html","xml","txt"}; // only allow files with those extensions to be loaded via HTMLLoad command (since Arma 3 build 1.27.126715) // SCRIPTING ISSUES onUserConnected = ""; // command to run when a player connects onUserDisconnected = ""; // command to run when a player disconnects doubleIdDetected = ""; // command to run if a player has the same ID as another player in the server // SIGNATURE VERIFICATION onUnsignedData = "kick (_this select 0)"; // command to run if a player has unsigned data onHackedData = "kick (_this select 0)"; // command to run if a player has data with invalid signatures onDifferentData = ""; // command to run if a player has modified data and the server.Arma3Profile version=1; viewDistance=3000; preferredObjectViewDistance=3000; terrainGrid=12.5; activeKeys[]= { }; class DifficultyPresets { class CustomDifficulty { class Options { groupIndicators=1; friendlyTags=2; enemyTags=0; detectedMines=1; commands=1; waypoints=1; weaponInfo=2; stanceIndicator=2; reducedDamage=0; staminaBar=true; weaponCrosshair="true"; visionAid=0; thirdPersonView="true"; cameraShake=1; scoreTable=0; deathMessages=0; vonID=1; mapContent=0; autoReport="false"; multipleSaves="false"; }; //aiLevelPreset is counted from 0 and can have following values: 0 (AI Level Low), 1 (AI Level Normal), 2 (AI Level High), 3 (AI Level Custom). //When 3 (AI Level Custom) is chosen, values of skill and precision are stored to the class CustomAILevel. aiLevelPreset=3; }; class CustomAILevel { skillAI=0.5; precisionAI=0.5; }; }; I've tried 1 and 0, quotes and no quotes, and everytime i see an enemy i get "contact - infantry - 100m infront", everything else works just fine and i can toggle the stuff at will ... except autoreport :banghead:
-
As i said, i've already tried 0 and it had no effect. One interesting thing is that i noticed only team leaders auto report! :huh:
-
What i'm trying to do is have multiple mod icons in one '@mymod' folder. I can get one to show using the mod.cpp with ease, however what i want to do is have the blufor stuff to have one icon, indfor stuff to have a different one and opfor to have another different one. Going by searches i think what i need is a 'CfgMods' entry, however i'm not having any luck getting even one to work :( Heres what i have class CfgMods { class Mod_Base; class Meaty_BAF: Mod_Base { author = "Meaty_BAF"; picture = "\Meaty_Editor_previews\Blufor\BAF\M_BAF_logo.paa"; logo = "\Meaty_Editor_previews\Blufor\BAF\M_BAF_logo.paa"; logoOver = "\Meaty_Editor_previews\Blufor\BAF\M_BAF_logo.paa"; logoSmall = "\Meaty_Editor_previews\Blufor\BAF\M_BAF_logo.paa"; dlcColor[] = {0,0,0,1}; fieldManualTopicAndHint[] = {"Meaty_BAF"}; hideName = 1; hidePicture = 0; tooltip = "Meaty_BAF"; tooltipOwned = "Meaty_BAF"; name = "Meaty_BAF"; overview = "Meaty_BAF"; }; }; with 'Meaty_Editor_previews' being a seperate pbo which includes all the little editor preview pics (which all show up just fine) then in the units i want to have that logo i have dlc = "Meaty_BAF"; any ideas what i'm doing wrong? or am i chasing a dream and this isnt possible at all?
-
FYI, Tao has been "afk" for a good year or so now without contact. He used to play regulary with our group, but stopt playing to focus on studies n such. I dont "think" he'd object to someone taking this on and actively working on this or taking responsibility for it, when i last talked to him his respone was "blimey! that still works! wow!" :)
-
Eaiser/Quicker way to view re-textures?
meaty replied to meaty's topic in ARMA 3 - BI TOOLS - GENERAL
bingo thats done it! thanks kju! B) -
Is there an easier/quicker way to view re-textures other than compiling the mod, adding it to arma3, loading arma3, going into VA or the editor ?? Something like a model viewer that will load a class name and display that model? Its a major pain having to load arma3 each and every time when your doing a vehicle rexture and find you need to move a camo line 5 pixels to the left for it to line up correctly, or finding THAT part on the uv map by painting each bit a bright colour. Is there isnt any other way, any chance of a simple model viewer (doesnt have to export or anything, just display the model and textures) ever being added to the tools?? It'd be massivly usefull!
-
Eaiser/Quicker way to view re-textures?
meaty replied to meaty's topic in ARMA 3 - BI TOOLS - GENERAL
so no ideas then? :( -
Eaiser/Quicker way to view re-textures?
meaty replied to meaty's topic in ARMA 3 - BI TOOLS - GENERAL
heres what i have: Mod folders of required addons for the reskins loaded and selected in the launchers mod section My reskin pbos (Meaty_units_opfor.pbo and Meaty_units_reskins.pbo (reskins pbo holds the textures, units just the configs) loaded and selected in the launchers mod section after the required mods "enable file patching" tick box ticked in the launchers paramaters/advanced section of the launcher Meaty_units_reskins.pbo in unpacked form in the main Arma3 folder and selected in the Mods box in parameters/basic section in the launcher unpacked reskins.pbo has a $PREFIX$ the same as the packed version which reads "Meaty_Units_Reskins" , config file is unbinarized in the reskin folder as well. Textures are done via hidden selections in the Meaty_units_opfor.pbo config file like such hiddenSelections[] = {"Camo1","Camo2","Camo3","Camo4"}; hiddenSelectionsTextures[] = {"Meaty_Units_Reskins\data\PragaV3S\v3s_kabpar_ind_Chern_co.paa","Meaty_Units_Reskins\data\PragaV3S\v3s_intkor_ind_co.paa","Meaty_Units_Reskins\data\PragaV3S\v3s_koloint02_co.paa","Meaty_Units_Reskins\data\PragaV3S\v3s_refuel_Chern_co.paa"}; When i load arma3 i see a seperate jigsaw piece down in the mod list in the bottom left which shows my unpacked reskin folder, so its seeing it. And as i said before, if i restart the game it loads the new textures in the reskin folder. I've been testing by reloading a saved mission with the rextured unit pre-placed. Also what do you mean by reinit?? I've not heard that term before. -
Eaiser/Quicker way to view re-textures?
meaty replied to meaty's topic in ARMA 3 - BI TOOLS - GENERAL
so the filepatching is a step in the right direction for sure, but i'm not sure i've got it working right. It sees the changes after closeing and restarting arma3, but if i copy new textures into the folder and re-load the editor its still the old textures on the model. Is the best i can get or have i set it up wrong?? The textures are in paa format if that helps. -
Multiple mod icons per mod??
meaty replied to meaty's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
that doesn't work, that only separates the units into factions, the icons for those are, or were, only used in the editor lists as well. Going by the silence as well i guess nobody knows? -
Multiple mod icons per mod??
meaty replied to meaty's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Or, if the icon design is the same but the colours different (think RHS style) then its a good way of showing what belongs to which faction so there isnt any clipping of uniforms etc :) -
Ambient Artillery Battery Script
meaty replied to Mynock's topic in ARMA 3 - MISSION EDITING & SCRIPTING
and for those who want to know what code to add to the trigger :) In the 'Condition' field put = !alive t1G t1G is the name of the mortar gunner In the 'On Activation' field put deleteVehicle myTarget1; with myTarget1 being the object your mortars are "aimed" at :) -
Ambient Artillery Battery Script
meaty replied to Mynock's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Great script! works great for arty vehicles etc, however if i add it to a mortar it keeps firing even with the crew killed. Anyway to stop this script running when the crew dies/leaves? :) -
This is just a little quick(ish) edit of the lighting configs on the CUP maps, as all would agree the new lighting doesnt really work on the older A2 maps. This is pretty no frills, its not perfect, but its better. It also doesnt use tonemapping=2 so if BI removes that render mod, this mod will still work, that also means content will work predictably in terms of looks between maps (A3 vs A2). Mod is fully signed and so long as money isnt made with this mod, then do what you please with this addon. That includes uploading to clan websites (so long as there free), includeing in mod packs (again, so long as its free) or using the settings in your own (free to get) map. This mod will not fix the "black sky" issues on non CUP A2 maps. Also if anyone wants to de-binarize this addon and use the setting then by all means do so. Download = https://dl.dropboxusercontent.com/u/34537696/%40MeatyCUPMapLighting.rar Heres some screenshots, click for bigger
- 1 reply
-
- 11
-
Like others, i wasnt really happy how the old A2 maps looked with the new 1.60 lighting (which looks great on altis and stratis!) so i decided to do a simple bit of tweaking, not great, but better! Befores/Afters As i said, not perfect, but better than it was, and its a nice simple tweak as well thats super easy to carry over to other maps :)
-
Tweaked 1.60 lighting for A2 Maps
meaty replied to meaty's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
yes it does, but as mustangdelta said, CUP did that already, this fixes the over brightness of the lighting. Also, water updates to remove the tropical water look. As i said before, this isnt perfect, but its an awful lot better than it was, it also has the advantage of using tonemapping=1 in case BI remove the second setting. -
Tweaked 1.60 lighting for A2 Maps
meaty replied to meaty's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
once done i'll upload the mod so all can see it, use it, use its settings etc. I just want to make sure it doesnt break anything -
Hi guys, I'm doing a lighting mod and i'm wanting to change the 2d texture effect thats applied to the headlights, see below for which bit i mean http://i46.photobucket.com/albums/f117/Stiz987/arma3%202015-06-24%2019-55-53-15.jpg Now i've tried changing the values under the reflectors class of the vehicles config but they have no effect, it obviously can be changed/switched as its white on the helicopters. Any ideas :confused:
-
I wonder, will the new lighting engine mean that lights (flashlights etc) no longer shine/illuminate through walls and cast proper shadows?? :)
-
The SimHQ co-op group is a group of mostly mature(ish ;) ) older players (26+) who like to play arma3 in a near strictly co-op environment and have mostly been around since the armed assault days. We aim to be semi-realistic in terms of tactics and game play, but we don't have "fixed" player slots, so if you want to be an AT man one mission and the medic the next, you can be. We also don't have any rules on attendance, so you don't have to turn up every week on time or risk loosing your "slot". We welcome new or veteran players, all we ask is that you can point your gun in the right direction and willing to do what your team leader or squad leader (both of which are likely to be different each mission) just so things stay organized, and have a basic understanding of the arma3 control systems, everything else can be learnt "on the job" :) We also dont stick to just playing as one side, we do a mix of Blufor, Opfor, Indfor and rebels, whatever takes our fancy at the time. :) You can find more info at our forums using the link below, feel free to ask any questions, no matter how stupid you think they might be :) http://simhq.com/forum/ubbthreads.php/forums/100/1/ARMA_Series
-
map marker for unconcious units (ACE3)?
meaty posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I dont suppose anyone knows how to make either a map marker, or 3d marker (withen say, a 5m distance) appear when a unit is "unconscious" when using ACE3 have they? Or even better, something along the lines of the AIS system where you get a marker and calls for help. I've tried editing the AIS scripts but its all beyond my simple scripting knowledge :( I've managed to narrow what i "think" i need to the following bit of code if (tcb_ais_show_3d_icons == 1) then { _icons = addMissionEventHandler ["Draw3D", { { if ((_x distance player) < 30 && {_x getVariable "tcb_ais_agony"}) then { drawIcon3D ["a3\ui_f\data\map\MapControl\hospital_ca.paa", [0.6,0.15,0,0.8], _x, 0.5, 0.5, 0, format["%1 (%2m)", name _x, ceil (player distance _x)], 0, 0.02]; }; } forEach playableUnits; }]; }; and tried it with the ACE setting that i "think" is the right one (ACE_isUnconscious) if (tcb_ais_show_3d_icons == 1) then { _icons = addMissionEventHandler ["Draw3D", { { if ((_x distance player) < 30 && {_x getVariable "ACE_isUnconscious"}) then { drawIcon3D ["a3\ui_f\data\map\MapControl\hospital_ca.paa", [0.6,0.15,0,0.8], _x, 0.5, 0.5, 0, format["%1 (%2m)", name _x, ceil (player distance _x)], 0, 0.02]; }; } forEach playableUnits; }]; }; So does anyone know what i'm doing wrong? -
map marker for unconcious units (ACE3)?
meaty replied to meaty's topic in ARMA 3 - MISSION EDITING & SCRIPTING
thanks davidoss, i'll give it a test over the weekend to see if it works :) -
ACE3 - A collaborative merger between AGM, CSE, and ACE
meaty replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
also for the love of god, can you disable the thing where it checks to see if a pbo is outdated (even without the checkpbo module on the map), and if it isnt, ends the mission/game? its REALLY bloody annoying. I was gonna hold off updateing to 3.3 and wait for the hotfix, but nope, i've been forced to just so i can finish building missions!