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Everything posted by J. Schmidt
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Generate Objective in Random Position
J. Schmidt replied to J. Schmidt's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
@Persian MO Thanks for the post, that's 10 times easier then what I was trying to do. Do you know if I would be able to combine the script I have above to select a position that'll spawn the gamelogic via script if I take out the "bestPlace"? -
Generate Objective in Random Position
J. Schmidt posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I've been working on this script for a good 8 hours (including searching the web and BI forums) to create an objective in a random position using the "selectBestPlaces" command. I've been able to get a marker to show up (most of the time not in the same spot) :cool:, unfortunately I haven't been able to get the group to spawn. :confused: If anyone can help me with this it'll be greatly appreciated. Here is what I have so far for the script, and I would like to use either "BIS_taskPatrol.sqf" or "BIN_taskPatrol.sqf" so the group will patrol the area they spawn at. In the long run I would like to create several types of side and main mission scripts using what I have so far. (I've already looked into shk_Pos and may use that if I can get my friends to agree to this as well. But they've insisted on trying to create a script system ourselves.) Test.sqf private ["_centerPos", "_bestPlace", "_pos01", "_pos02", "_mrkr01", "_US_INF_groups"]; _centerPos = getArray (configFile >> "cfgWorlds" >> worldName >> "centerPosition"); _bestPlace = selectBestPlaces [_centerPos, 5000, "(1 - forest) * (0.5 + trees) * (0.75 + meadow) * (0.75 + houses)", 10, 1]; _rndPos = _bestplace select 0; _objPos = _rndPos select 0; _mrkr01 = createMarker ["mrkr01", _objPos]; "mrkr01" setMarkerShape "ICON"; "mrkr01" setMarkerType "b_inf"; _US_INF_groups = ["US_Team", "US_TeamMG", "US_TeamAT", "US_TeamSupport", "US_SniperTeam"]; _grp1 = [_mrkr01, West, (configFile >> "CfgGroups" >> "West" >> "BIS_US" >> "Infantry" >> (_US_INF_groups select (floor(random(count _US_INF_groups)))))] call BIS_fnc_spawnGroup; -
Generate Objective in Random Position
J. Schmidt replied to J. Schmidt's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
@Persian MO Wow, those are some impressive examples, if I use SHK_pos can it generate a random marker somewhere on the map, which then spawns patrols and etc at that marker? If not am I able to use the script that I've started work on to generate random markers, which then SHK_pos can use? I'm trying create a mission system in which I don't have to put any markers on the map, and if it's currently impossible then I'll go ahead and use markers. -
Generate Objective in Random Position
J. Schmidt replied to J. Schmidt's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
@eegore I was able to get the BIN_taskPatrol.sqf to work, thanks for looking though. Now I just have to start scripting objects, vehicles, fortifications, and etc within what I have so far. I'm just a little burnt out right now, but in the next couple of days I should have more in the script along with more "Trial & Error". -
Generate Objective in Random Position
J. Schmidt replied to J. Schmidt's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
@Joe98 Thanks for the information, that may become handy once I get to the spawning of objects, vehicles, fortifications, crates, and etc. I was finally able to get the script to work with spawning AI, now I'm just testing "BIN_taskPatrol.sqf" out. test.sqf private ["_centerPos", "_bestPlace", "_objPos01", "_objPos02", "_mrkr01", "_markerPos", "_US_INF_groups", "_grp01"]; _centerPos = getArray (configFile >> "cfgWorlds" >> worldName >> "centerPosition"); _bestPlace = selectBestPlaces [_centerPos, 5000, "(1 - forest) * (0.5 + trees) * (0.5 + meadow) * (0.5 + houses)", 10, 1]; _objPos01 = _bestPlace select 0; _objPos02 = _objPos01 select 0; _mrkr01 = createMarker ["mrkr01", _objPos02]; "mrkr01" setMarkerShape "ICON"; "mrkr01" setMarkerType "b_inf"; _markerPos = getMarkerPos "mrkr01"; _US_INF_groups = ["US_Team", "US_TeamMG", "US_TeamAT", "US_TeamSupport"]; _grp01 = [_markerPos, West, (configFile >> "CfgGroups" >> "West" >> "BIS_US" >> "Infantry" >> (_US_INF_groups select (floor(random(count _US_INF_groups)))))] call BIS_fnc_spawnGroup; null = [_grp01, (_markerPos), 75, 1] execVM "scripts\BIN_taskPatrol.sqf"; -
Innovation Studios WIP - Buildings
J. Schmidt replied to J. Schmidt's topic in ARMA 2 & OA : MODELLING - (O2)
@UK_Spawn To which building are you referring to? If it's the 2nd house It's about 30 meters in length/width. For the elevator I'm working on, the buildings that the elevator will be used in are the skyscrapers that Bracer is working on for his Minihattan Island. -
@Bracer When I get back from class I'll do some more testing around the map, keep up the great work.
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@Bracer I was just going through one of the buildings (The one with the rotating doors, curved windows on the left side of the building) and the center wall between the stairs needs the Fire Geometry Lod fixed, (I can walk through it.) Also in the same building (I believe its the 3rd floor on the stairs) the ceiling is too low, in order to get past it I had to crouch. I haven't came across much fps lag, not even in the older versions (that might just be how powerful my computer is.) The Resolution Lods have gotten a lot better, I'm not seeing anymore harsh Lod switching, but the windows seem to do a lot of Lod switching or loading (can't explain it very well.)
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@Bracer I'm currently stuck on getting a script to work for the elevator which activates an addAction script which then points to a case statement script to automatically open/close elevator doors when a player selects a floor to go to.
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Innovation Studios WIP - Buildings
J. Schmidt replied to J. Schmidt's topic in ARMA 2 & OA : MODELLING - (O2)
@UK_Spawn Thanks, too bad Oxygen 2 uses the Metric System, it makes it very difficult to scale everything since I'm use to the Imperial System. I've updated the elevator, it's now a bit bigger and I'm working on the scripting aspect of it using a "case" statement approach for the elevator. Unfortunatly I'm having some trouble in getting the script which the "Event Handlers" calls, that adds all the actions to select different floors, which then calls to the "case" statement script. Here's what I have so far... elevatorAct: private ["_elevator"]; _elevator = _this select 0; _unit = _this select 1; _elevator addAction ["Floor 2", "c2_objects\scr\elevator01.sqf", "Floor02"]; _elevator addAction ["Floor 3", "c2_objects\scr\elevator01.sqf", "Floor03"]; _elevator addAction ["Floor 4", "c2_objects\scr\elevator01.sqf", "Floor04"]; _elevator addAction ["Floor 5", "c2_objects\scr\elevator01.sqf", "Floor05"]; _elevator addAction ["Floor 6", "c2_objects\scr\elevator01.sqf", "Floor06"]; _elevator addAction ["Floor 7", "c2_objects\scr\elevator01.sqf", "Floor07"]; _elevator addAction ["Floor 8", "c2_objects\scr\elevator01.sqf", "Floor08"]; _elevator addAction ["Floor 9", "c2_objects\scr\elevator01.sqf", "Floor09"]; _elevator addAction ["Floor 10", "c2_objects\scr\elevator01.sqf", "Floor10"]; _elevator addAction ["Floor 11", "c2_objects\scr\elevator01.sqf", "Floor11"]; _elevator addAction ["Floor 12", "c2_objects\scr\elevator01.sqf", "Floor12"]; _elevator addAction ["Floor 13", "c2_objects\scr\elevator01.sqf", "Floor13"]; _elevator addAction ["Floor 14", "c2_objects\scr\elevator01.sqf", "Floor14"]; _elevator addAction ["Floor 15", "c2_objects\scr\elevator01.sqf", "Floor15"]; _elevator addAction ["Floor 16", "c2_objects\scr\elevator01.sqf", "Floor16"]; _elevator addAction ["Floor 17", "c2_objects\scr\elevator01.sqf", "Floor17"]; _elevator addAction ["Floor 18", "c2_objects\scr\elevator01.sqf", "Floor18"]; _elevator addAction ["Floor 19", "c2_objects\scr\elevator01.sqf", "Floor19"]; _elevator addAction ["Floor 20", "c2_objects\scr\elevator01.sqf", "Floor20"]; _elevator addAction ["Floor 21", "c2_objects\scr\elevator01.sqf", "Floor21"]; _elevator addAction ["Floor 22", "c2_objects\scr\elevator01.sqf", "Floor22"]; _elevator addAction ["Floor 23", "c2_objects\scr\elevator01.sqf", "Floor23"]; _elevator addAction ["Floor 24", "c2_objects\scr\elevator01.sqf", "Floor24"]; _elevator addAction ["Floor 25", "c2_objects\scr\elevator01.sqf", "Floor25"]; _elevator addAction ["Floor 26", "c2_objects\scr\elevator01.sqf", "Floor26"]; elevator01.sqf: private["_elevator", "_doorL", "_doorR", "_selectFloor"]; _elevator = _this select 0; _doorL = _this select 1; _doorR = _this select 2; _selectFloor = _this select 3; switch (_selectFloor) do { case "Floor02": { waitUntil {_elevator animationPhase _doorL == 0}; _elevator animate [_elevator, 10.3]; waitUntil {_elevator animationPhase _elevator == 10.3}; _elevator animate [_doorL, -0.7]; _elevator animate [_doorR, 0.7]; }; case "Floor03": { waitUntil {_elevator animationPhase _doorL == 0}; _elevator animate [_elevator, 13.3]; waitUntil {_elevator animationPhase _elevator == 13.3}; _elevator animate [_doorL, -0.7]; _elevator animate [_doorR, 0.7]; }; case "Floor04": { waitUntil {_elevator animationPhase _doorL == 0}; _elevator animate [_elevator, 16.3]; waitUntil {_elevator animationPhase _elevator == 16.3}; _elevator animate [_doorL, -0.7]; _elevator animate [_doorR, 0.7]; }; case "Floor05": { waitUntil {_elevator animationPhase _doorL == 0}; _elevator animate [_elevator, 19.3]; waitUntil {_elevator animationPhase _elevator == 19.3}; _elevator animate [_doorL, -0.7]; _elevator animate [_doorR, 0.7]; }; case "Floor06": { waitUntil {_elevator animationPhase _doorL == 0}; _elevator animate [_elevator, 22.3]; waitUntil {_elevator animationPhase _elevator == 22.3}; _elevator animate [_doorL, -0.7]; _elevator animate [_doorR, 0.7]; }; case "Floor07": { waitUntil {_elevator animationPhase _doorL == 0}; _elevator animate [_elevator, 25.3]; waitUntil {_elevator animationPhase _elevator == 25.3}; _elevator animate [_doorL, -0.7]; _elevator animate [_doorR, 0.7]; }; case "Floor08": { waitUntil {_elevator animationPhase _doorL == 0}; _elevator animate [_elevator, 28.3]; waitUntil {_elevator animationPhase _elevator == 28.3}; _elevator animate [_doorL, -0.7]; _elevator animate [_doorR, 0.7]; }; case "Floor09": { waitUntil {_elevator animationPhase _doorL == 0}; _elevator animate [_elevator, 31.3]; waitUntil {_elevator animationPhase _elevator == 31.3}; _elevator animate [_doorL, -0.7]; _elevator animate [_doorR, 0.7]; }; case "Floor10": { waitUntil {_elevator animationPhase _doorL == 0}; _elevator animate [_elevator, 34.3]; waitUntil {_elevator animationPhase _elevator == 34.3}; _elevator animate [_doorL, -0.7]; _elevator animate [_doorR, 0.7]; }; case "Floor11": { waitUntil {_elevator animationPhase _doorL == 0}; _elevator animate [_elevator, 37.3]; waitUntil {_elevator animationPhase _elevator == 37.3}; _elevator animate [_doorL, -0.7]; _elevator animate [_doorR, 0.7]; }; case "Floor12": { waitUntil {_elevator animationPhase _doorL == 0}; _elevator animate [_elevator, 40.3]; waitUntil {_elevator animationPhase _elevator == 40.3}; _elevator animate [_doorL, -0.7]; _elevator animate [_doorR, 0.7]; }; case "Floor13": { waitUntil {_elevator animationPhase _doorL == 0}; _elevator animate [_elevator, 43.3]; waitUntil {_elevator animationPhase _elevator == 43.3}; _elevator animate [_doorL, -0.7]; _elevator animate [_doorR, 0.7]; }; case "Floor14": { waitUntil {_elevator animationPhase _doorL == 0}; _elevator animate [_elevator, 46.3]; waitUntil {_elevator animationPhase _elevator == 46.3}; _elevator animate [_doorL, -0.7]; _elevator animate [_doorR, 0.7]; }; case "Floor15": { waitUntil {_elevator animationPhase _doorL == 0}; _elevator animate [_elevator, 49.3]; waitUntil {_elevator animationPhase _elevator == 49.3}; _elevator animate [_doorL, -0.7]; _elevator animate [_doorR, 0.7]; }; case "Floor16": { waitUntil {_elevator animationPhase _doorL == 0}; _elevator animate [_elevator, 52.3]; waitUntil {_elevator animationPhase _elevator == 52.3}; _elevator animate [_doorL, -0.7]; _elevator animate [_doorR, 0.7]; }; case "Floor17": { waitUntil {_elevator animationPhase _doorL == 0}; _elevator animate [_elevator, 55.3]; waitUntil {_elevator animationPhase _elevator == 55.3}; _elevator animate [_doorL, -0.7]; _elevator animate [_doorR, 0.7]; }; case "Floor18": { waitUntil {_elevator animationPhase _doorL == 0}; _elevator animate [_elevator, 58.3]; waitUntil {_elevator animationPhase _elevator == 58.3}; _elevator animate [_doorL, -0.7]; _elevator animate [_doorR, 0.7]; }; case "Floor19": { waitUntil {_elevator animationPhase _doorL == 0}; _elevator animate [_elevator, 61.3]; waitUntil {_elevator animationPhase _elevator == 61.3}; _elevator animate [_doorL, -0.7]; _elevator animate [_doorR, 0.7]; }; case "Floor20": { waitUntil {_elevator animationPhase _doorL == 0}; _elevator animate [_elevator, 64.3]; waitUntil {_elevator animationPhase _elevator == 64.3}; _elevator animate [_doorL, -0.7]; _elevator animate [_doorR, 0.7]; }; case "Floor21": { waitUntil {_elevator animationPhase _doorL == 0}; _elevator animate [_elevator, 67.3]; waitUntil {_elevator animationPhase _elevator == 67.3}; _elevator animate [_doorL, -0.7]; _elevator animate [_doorR, 0.7]; }; case "Floor22": { waitUntil {_elevator animationPhase _doorL == 0}; _elevator animate [_elevator, 70.3]; waitUntil {_elevator animationPhase _elevator == 70.3}; _elevator animate [_doorL, -0.7]; _elevator animate [_doorR, 0.7]; }; case "Floor23": { waitUntil {_elevator animationPhase _doorL == 0}; _elevator animate [_elevator, 76.3]; waitUntil {_elevator animationPhase _elevator == 76.3}; _elevator animate [_doorL, -0.7]; _elevator animate [_doorR, 0.7]; }; case "Floor24": { waitUntil {_elevator animationPhase _doorL == 0}; _elevator animate [_elevator, 79.3]; waitUntil {_elevator animationPhase _elevator == 79.3}; _elevator animate [_doorL, -0.7]; _elevator animate [_doorR, 0.7]; }; case "Floor25": { waitUntil {_elevator animationPhase _doorL == 0}; _elevator animate [_elevator, 82.3]; waitUntil {_elevator animationPhase _elevator == 82.3}; _elevator animate [_doorL, -0.7]; _elevator animate [_doorR, 0.7]; }; case "Floor26": { waitUntil {_elevator animationPhase _doorL == 0}; _elevator animate [_elevator, 85.3]; waitUntil {_elevator animationPhase _elevator == 85.3}; _elevator animate [_doorL, -0.7]; _elevator animate [_doorR, 0.7]; }; }; -
AppleGate Community Project WIP
J. Schmidt replied to falcos's topic in ARMA 3 - TERRAIN - (BUILDER)
@Falcos and El76 thanks, I'll see what I can do. I have to say that this mod has professional texturing and modeling that has been done, to bad I'm not a texture artist though, but I can work on all the clipping and missing interior stuff. -
Innovation Studios WIP - Buildings
J. Schmidt replied to J. Schmidt's topic in ARMA 2 & OA : MODELLING - (O2)
Here's another update on two of the houses I've been working on since yesterday... I'm currently working on the scaling for house 02, the height is perfect but both the length and the width need some work in order to have enough room for furnishings. House 01: http://i1138.photobucket.com/albums/n529/JSF_82nd_Reaper/Project%2002%20City%20Life/02-03-14%20WIP%20Update/pic02_zps9d400c1a.png?t=1391466306 (128 kB) House 02: http://i1138.photobucket.com/albums/n529/JSF_82nd_Reaper/Project%2002%20City%20Life/02-03-14%20WIP%20Update/pic04_zps52af6a62.png?t=1391466311 (192 kB) -
AppleGate Community Project WIP
J. Schmidt replied to falcos's topic in ARMA 3 - TERRAIN - (BUILDER)
@Falcos I've been working on creating and researching how to create and add buildings/houses for ArmA for quite some time now, and just recently learned the right way to create UV-Maps as well as practicing texture work. I'm very interested in helping out with this project, I can add interiors, create new types of houses/building, and would like to start practicing in creating furnishings. I was wondering if you could upload the "model.cfg" for the different objects/buildings and etc. It's a little hard to be able to update everything that has animations or needs to be animated without the "model.cfg" for them. -
Innovation Studios WIP - Buildings
J. Schmidt replied to J. Schmidt's topic in ARMA 2 & OA : MODELLING - (O2)
@M1lkm8n Thanks for the reply, if you could gather an example sliding door animation, and if possible a config that includes a light fixture which can be interacted with to turn on and off. Also if possible could you include an automatic script to close the elevator doors when the elevator is moving. -
Shoreline (Mission concept and editing questions [lots of them])
J. Schmidt replied to copper2010's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@[EVO] Dan I'll test that tomorrow when I get back on my main computer, I hope this fixes it, and for the "addAction" do I still need to have it scripted the way you told me before and do I need to put in the "_vehType = _this select 3 select 0" like KevsnoTrev suggests? I know if I keep the "addAction" scripted like you said before, I had to put in the suggestion KevsnoTrev said in order for the vehicle to spawn again. -
@Meshcarver Wow great job, are those pictures taken from your terrain, or is that what your terrain going to look like?
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Shoreline (Mission concept and editing questions [lots of them])
J. Schmidt replied to copper2010's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@[EVO] Dan Sorry for the late response, but this is what is showing up in my rpt file: -
@Oktyabr That's an epic looking wallpaper you made there keep up the great work.
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Shoreline (Mission concept and editing questions [lots of them])
J. Schmidt replied to copper2010's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@[EVO] Dan the MHQ script still isn't working, and I'm not getting any hints in return. This is getting kind of frustrating, is it not working because the player needs to have an action to set their respawn at the mhq? -
Shoreline (Mission concept and editing questions [lots of them])
J. Schmidt replied to copper2010's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@[EVO] Dan That'll be great, for I'm still unable to get the MHQ script to work, I can spawn the vehicle, but everytime I respawn it doesn't respawn me at the vehicle, it respawns me at base. -
Shoreline (Mission concept and editing questions [lots of them])
J. Schmidt replied to copper2010's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@KevsnoTrev I didn't have any success in trying to get it to work, or incorporating what you mentioned above. Could you post what you have so far? -
Shoreline (Mission concept and editing questions [lots of them])
J. Schmidt replied to copper2010's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@KevsnoTrev Ok, where would I put that, and do you want me to test both of those? -
Shoreline (Mission concept and editing questions [lots of them])
J. Schmidt replied to copper2010's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@KevsnoTrev I made the change to the "_vehType" and the vehicle is now spawning again, but the mhq script isn't working, I tested it using the {} instead of the using the brackets and it still didn't work. -
Shoreline (Mission concept and editing questions [lots of them])
J. Schmidt replied to copper2010's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@[EVO] Dan I tried that and then tested it but when I select the action to spawn the MHQ nothing happens anymore. I'm going to post what I have for an MHQ script (which I don't know if it works or not) and then what I have put in the other scripts. If anyone can help us out with this next major script it'll be greatly appreciated. mhqRespawn.sqf private ["_marker", "_veh"]; while {true} do { if (alive _veh) then { _marker = createMarker ["respawn_west", position _veh]; "respawn_west" setMarkerPos position _veh; }; if (!alive _veh) exitWith { "respawn_west" setMarkerPos getMarkerPos "respawn_base"; }; sleep 0.5; }; selectVehicleAct.sqf // Add this to init box of object: null = [this] execVM "scripts\selectVehicleAct.sqf"; private ["_obj"]; _obj = _this select 0; _obj addAction ["Spawn QuadBike", "scripts\selectVehicle.sqf", "Quadbike"]; _obj addAction ["Spawn Marshall", "scripts\selectVehicle.sqf", ["AMV-7 Marshall", _this select 3]]; _obj addAction ["Spawn Panther", "scripts\selectVehicle.sqf", "IFV-6c Panther"]; _obj addAction ["Spawn Slammer", "scripts\selectVehicle.sqf", "M2A1 Slammer"]; selectVehicle.sqf private ["_unit", "_vehType", "_veh"]; _unit = _this select 1; _vehType = _this select 3; sleep 0.001; waitUntil {!isNull _unit}; waitUntil {alive _unit}; switch (_vehType) do { case "Quadbike": { _veh = "B_Quadbike_01_F" createVehicle (getMarkerPos "vspawn"); cutText ["", "BLACK", 0.3]; sleep 1; _unit moveInDriver _veh; _unit assignAsDriver _veh; cutText ["", "BLACK IN", 5]; }; case "AMV-7 Marshall": { _veh = "B_APC_Wheeled_01_cannon_F" createVehicle (getMarkerPos "vspawn"); [[[_veh],"scripts/mhqRespawn.sqf"], "BIS_fnc_execVM", false, true] spawn BIS_fnc_MP; cutText ["", "BLACK", 0.3]; sleep 1; _unit moveInDriver _veh; _unit assignAsDriver _veh; cutText ["", "BLACK IN", 5]; }; case "IFV-6c Panther": { _veh = "B_APC_Tracked_01_rcws_F" createVehicle (getMarkerPos "vspawn"); cutText ["", "BLACK", 0.3]; sleep 1; _unit moveInDriver _veh; _unit assignAsDriver _veh; cutText ["", "BLACK IN", 5]; }; case "M2A1 Slammer": { _veh = "B_MBT_01_cannon_F" createVehicle (getMarkerPos "vspawn"); cutText ["", "BLACK", 0.3]; sleep 1; _unit moveInDriver _veh; _unit assignAsDriver _veh; cutText ["", "BLACK IN", 5]; }; }; -
Shoreline (Mission concept and editing questions [lots of them])
J. Schmidt replied to copper2010's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@[EVO] Dan Could you give me an example? This is what I'm gathering from your statement and I'm not sure if it's correct. selectVehicleAct.sqf _obj addAction ["Spawn Marshall", "scripts\selectVehicle.sqf", ["AMV-7 Marshall", _this select 3]]; selectVehicle.sqf case "AMV-7 Marshall": { _veh = "B_APC_Wheeled_01_cannon_F" createVehicle (getMarkerPos "vspawn"); [[[],"scripts/mhqRespawn.sqf"], "BIS_fnc_execVM", false, true] spawn BIS_fnc_MP; cutText ["", "BLACK", 0.3]; sleep 1; _unit moveInDriver _veh; _unit assignAsDriver _veh; cutText ["", "BLACK IN", 5]; };