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Everything posted by J. Schmidt
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I've decided to start this thread because there are many questions that I have which may help many others including myself with enhancing my skills and knowledge when developing buildings. For the past week I've been trying to find and have been looking through tutorials on texturing, all very well put together but unfortunately haven't answered a few questions of mine. I won't be able to post pictures of all the buildings I'm working on since I've signed a NDA for them, I can however show off an apartment building that I'm working on as well as an elevator and possibly a firehouse. (I'll have to ask about the firehouse since I did release a video showing it off already.) Some of the community members may have already seen some of my work on the elevator and other buildings/models I've worked on but have either postponed or lost the files to.) I'm a major proponent when it comes to detail and trying to find loops in the ArmA engine that may and can be used to do something that normally isn't possible. Since I've started modeling for the ArmA series I've always used Oxygen 2, I do however have a student version 3DS Max & Blender but I'm not familiar with them at all, I'm currently trying to transition to the ArmA 3 Tools but they are giving me lots of trouble. Specifically buldozer doesn't seem to want to load no matter what I do, and that the ArmA 3 Tools don't seem to be in a final finished state. To get back on track I hope that the community will help this thread progress very smoothly and provide key information which will help me along the way that I can use for other buildings I work on. Specifically Texturing and Lighting mechanics portion of model building (Work arounds that may block lighting going through walls, any out of the universe ideas are welcomed.) I'll start off with the stages I go through before I start a new project; Stage 1: Initial Planning, Stage 2: Design, Stage 3: Modeling, Stage 4: Texturing, Stage 5: Testing. Now I'm not saying I follow these stages exactly but I try to stick to them. However there are times when I skip the second stage all together and go straight into the third stage. Stage 1: The Initial Planning stage consist of deciding what type of building I want to design, as well as searching for images using Google of buildings and styles I would like to use/incorporate. Stage 2: The Design stage is when I start getting the building and/or floor plan(s) on paper, or in society today I use AutoCad, Revit, SketchUp to design the floor plan(s). Stage 3: The Modeling stage consists of me taking what I've designed and start laying it out in Oxygen 2 usually in cubes, and the tedious work of converting Imperial to Metric system. After I layout the cubes I then start converting them into actual walls/rooms. Once that's done I start putting in the details and lod work. After that I create a very simple config.cpp and model.cfg just to get the building in-game for scaling and an overall feel. Stage 4: The Texturing stage is when I start looking for pictures and create textures to use for the building. (This is also one of the stages I need the most help with, which I'll go more in detail later.) Stage 5: The Testing stage consists of me adding in any extra thoughts/details I come up with as well as the overall testing of the building in-game and fixing any errors that exists.
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Group tasks in multiplayer
J. Schmidt replied to Eman-227554645821b8d3's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Try using the following syntax [[], "CvyTasks\CVY1-brief.sqf"] remoteExec ["execVM", "cv", true]; [[], "RtTasks\RT1-brief.sqf"] remoteExec ["execVM", "RT", true];- 2 replies
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- tasks
- multiplayer
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Reinforcement Script Using Scripted Triggers and BIS_FNC_SpawnGroup
J. Schmidt replied to J. Schmidt's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@pierremgi Thanks for your help this worked like a charm, I would like to push it a little further to include an alarm sound that loops until the reinforcements have been taken out. Here's what I have: if (isServer) then { trg = createTrigger ["EmptyDetector", getMarkerPos "marker_0"]; trg setTriggerArea [300, 300, 0, false]; trg setTriggerActivation ["WEST", "PRESENT", false]; trg setTriggerStatements ["this && !isnil 'alert'", "wp1 = grp4 addWaypoint [getMarkerPos 'marker_0', 0];", ""]; grp0 = [getMarkerPos "marker_0", EAST, (configfile >> "CfgGroups" >> "EAST" >> "OPF_F" >> "Infantry" >> "OIA_InfAssault")] call bis_fnc_spawngroup; [grp0, position leader grp0, 300] call bis_fnc_taskpatrol; grp1 = [getMarkerPos "marker_1", EAST, (configfile >> "CfgGroups" >> "EAST" >> "OPF_F" >> "Infantry" >> "OIA_InfSquad")] call bis_fnc_spawngroup; [grp1, position leader grp1, 300] call bis_fnc_taskpatrol; grp2 = [getMarkerPos "marker_2", EAST, (configfile >> "CfgGroups" >> "EAST" >> "OPF_F" >> "Infantry" >> "OIA_InfSquad_Weapons")] call bis_fnc_spawngroup; [grp2, position leader grp2, 300] call bis_fnc_taskpatrol; grp3 = [getMarkerPos "marker_3", EAST, (configfile >> "CfgGroups" >> "EAST" >> "OPF_F" >> "Infantry" >> "OIA_InfTeam")] call bis_fnc_spawngroup; [grp3, position leader grp3] call bis_fnc_taskdefend; grp4 = [getMarkerPos "marker_4", EAST, (configfile >> "CfgGroups" >> "EAST" >> "OPF_F" >> "Mechanized" >> "OIA_MechInf_Support")] call bis_fnc_spawngroup; [grp4, position leader grp4] call bis_fnc_taskdefend; alert = false; // Creation of the name variable "Alert" as "False" that will be used to activate the trigger when it becomes "True" // Command that recognizes the firing of a weapon from some AI on the side "East", then removes the handler, and turns the variable named "Alert" to true, which will trigger the trigger in the editor. { _x addEventHandler ["firedMan", { deleteWaypoint [grp4, 1]; [grp4, getMarkerPos "marker_0"] call BIS_fnc_taskAttack; _x removeEventHandler ["firedMan", _thisEventHander]; alert = true; }]; } forEach (units grp0 + units grp1 + units grp2 + units grp3 select {side _x isEqualTo EAST}); // This EH Should be Run after the East Units Creation. You can use allUnits or limit it to units grp0, for example, or (units grp0 + units grp1...) }; I came across this and I'm not sure how to implement it: while {true} do { object say3D ["alarm", 300]; sleep 2; }; -
Reinforcement Script Using Scripted Triggers and BIS_FNC_SpawnGroup
J. Schmidt posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm trying to create a scripted reinforcement trigger, all the AI groups spawn in and start patrolling using the BIS_FNC_SpawnGroup, BIS_FNC_TaskPatrol, and BIS_FNC_TaskDefend. But when I engage the enemy, the reinforcements that spawned in don't move to the area in which is being patrolled. Here is what I have for my code: if (isServer) then { trg = createTrigger ["EmptyDetector", getMarkerPos "marker_0"]; trg setTriggerArea [300, 300, 0, false]; trg setTriggerActivation ["WEST", "PRESENT", false]; trg1 = createTrigger ["EmptyDetector", getMarkerPos "marker_0"]; trg1 setTriggerArea [0, 0, 0, false]; trg1 setTriggerActivation ["ANY", "WEST D", false]; grp = [getMarkerPos "marker_0", east, (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> "OIA_InfAssault")] call bis_fnc_spawngroup; [grp, position leader grp, 300] call bis_fnc_taskpatrol; grp1 = [getMarkerPos "marker_1", east, (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> "OIA_InfSquad")] call bis_fnc_spawngroup; [grp1, position leader grp1, 300] call bis_fnc_taskpatrol; grp2 = [getMarkerPos "marker_2", east, (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> "OIA_InfSquad_Weapons")] call bis_fnc_spawngroup; [grp2, position leader grp2, 300] call bis_fnc_taskpatrol; grp3 = [getMarkerPos "marker_3", east, (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> "OIA_InfTeam")] call bis_fnc_spawngroup; [grp3, position leader grp3] call bis_fnc_taskdefend; grp4 = [getMarkerPos "marker_4", east, (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Mechanized" >> "OIA_MechInf_Support")] call bis_fnc_spawngroup; wp = grp4 addWaypoint [getMarkerPos "marker_4", 0]; wp setWaypointType "HOLD"; wp setWaypointBehaviour "SAFE"; if (triggerActivated trg1) then { wp1 = grp4 addWaypoint [getMarkerPos "marker_0", 0]; wp1 setWaypointType "MOVE"; wp1 setWaypointSpeed "NORMAL"; wp1 setWaypointBehaviour "AWARE"; }; } -
Reinforcement Script Using Scripted Triggers and BIS_FNC_SpawnGroup
J. Schmidt replied to J. Schmidt's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I've got the script working after some more research, but now I need to narrow it down to only call reinforcements if one of the 4 groups started shooting. I'm uncertain of how to do this. if (isServer) then { trg = createTrigger ["EmptyDetector", getMarkerPos "marker_0"]; trg setTriggerArea [300, 300, 0, false]; trg setTriggerActivation ["WEST", "PRESENT", false]; grp = [getMarkerPos "marker_0", east, (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> "OIA_InfAssault")] call bis_fnc_spawngroup; [grp, position leader grp, 300] call bis_fnc_taskpatrol; grp1 = [getMarkerPos "marker_1", east, (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> "OIA_InfSquad")] call bis_fnc_spawngroup; [grp1, position leader grp1, 300] call bis_fnc_taskpatrol; grp2 = [getMarkerPos "marker_2", east, (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> "OIA_InfSquad_Weapons")] call bis_fnc_spawngroup; [grp2, position leader grp2, 300] call bis_fnc_taskpatrol; grp3 = [getMarkerPos "marker_3", east, (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> "OIA_InfTeam")] call bis_fnc_spawngroup; [grp3, position leader grp3] call bis_fnc_taskdefend; grp4 = [getMarkerPos "marker_4", east, (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Mechanized" >> "OIA_MechInf_Support")] call bis_fnc_spawngroup; [grp4, position leader grp4] call bis_fnc_taskdefend; alert = false; // Creation of the name variable "Alert" as "False" that will be used to activate the trigger when it becomes "True" // Command that recognizes the firing of a weapon from some AI on the side "East", then removes the handler, and turns the variable named "Alert" to true, which will trigger the trigger in the editor. { if ((side _x isEqualTo east)) then { _x addEventHandler ["firedMan", { deleteWaypoint [grp4, 1]; [grp4, getMarkerPos "marker_0"] call BIS_fnc_taskAttack; hintSilent "Reinforcements Inbound!"; { if ((side _x isEqualTo east)) then { _x removeEventHandler ["firedMan", 0]; }; } forEach allUnits; /*alert = true; publicVariable "alert"; alert remoteExec ["true"];*/ // If Un-Commented Out, mission will fail and then end as soon as the enemy fires. }]; }; } forEach allUnits; }; -
scripting Hard Scripting Problem, need help
J. Schmidt replied to IzKhalifa's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This game mode sounds really interesting, what was your workaround? -
@ninja970y this map is looking great, I'll be more than happy to contribute my work to your map.
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[Release] Fleeing Civilians
J. Schmidt replied to phronk's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@phronk great job with this, I've been able to incorporate it with the "TPW" addon. I'll have to play around with the code a little more to get it working perfectly with "TPW", the civilians don't play one of the three animations before taking off, they just take off and run. -
[MP] RPFramework - Modular roleplaying framework for Arma 3
J. Schmidt replied to kerkkoh's topic in ARMA 3 - USER MISSIONS
Yes it is, just slow development right now, I've been in contact with the Lead Developer and he's working on a delivery module amongst other things. Here is a link to his Trello board, he's more active on that then on the forums here. https://trello.com/b/eqwxQ4hr -
SRU - Persistent Database and Resupply
J. Schmidt replied to tebbbs's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
@Tebbbs, Understood, I was just clarify what I'm working on, but I really do like where you and your team/community are taking this. I think I'm going to go test your mod now, just have to find a mission that I can add this to. Can't wait, it sounds like you guys are working on the new PersistentDB like the one firefly2442, Jman, Tupolov created in ArmA 2 CO and MSO. If you like I can help you guys with embedding and/or creating the static page for the front-end resupply request, but you guys probably have started work on this already, lol. -
SRU - Persistent Database and Resupply
J. Schmidt replied to tebbbs's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
@Spackenbremse, Yes it is intended to track and log player's statistics, just like battlelog and ArmA Aftermath, using a mission framework. I stumbled across Kevinp058's recreation of AltisWebmin by Jarrrk, and really liked the modern look and feel that Kevinp058 was/is aiming for, so I thought it would be cool if I went a bit further. By this I mean creating a whole website from scratch while learning website design along the way. I have a few books I'm going through to learn website design, and SQL/MySQL databases, while working on this. So in essence I'm creating something similar to battlelog, while incorporating a modern looking/feeling website with an admin panel that not only allows an admin to manage the website, but also manage players that have signed up to track their stats from ArmA 3 if they or their community uses the mission framework. -
SRU - Persistent Database and Resupply
J. Schmidt replied to tebbbs's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Looks very interesting, I'm kind of working on something similar, but it's still very far from finished, just working on the website portion of it now. http://innovationstudios101.net/armalog/ -
Is this project dead, and if not what's going on with the website, I can't access it for some reason. The only things that are coming to my mind is that either the website is blocked in the US, or you guys might have ended up in some trouble with EA/DICE using their sounds and etc. But these are just wild things that are going on in my head, lol, it'll be great to get some info on the status of the project.
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WARSIM - Persistent Military Careers [ALPHA]
J. Schmidt replied to Kingsley1997's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I've been playing around with some coding for a mp mission(s) but haven't sat down for a while to work on it some more, but I'll be happy to share a GitHub repository of it for you. Feel free to take a look at some of the coding I've been working on. HTTPS: https://github.com/InnovationStudios101/LSO.git -
Just added the exterior windows and doors, now I need to create the interior doors and walls as well as the bottom floor, then I can start texturing. http://i.imgur.com/EaAaBNg.jpg?1​ http://i.imgur.com/HVtCMUY.jpg?1
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Here's an update on what the first building looks like now: http://i.imgur.com/TZcSS1O.jpg?1 http://i.imgur.com/Qzhm1lR.jpg?1 http://i.imgur.com/rkmSRek.jpg?1 http://i.imgur.com/hRfieMK.jpg?1
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Here's two pictures of the first building I'm working for Mafia Life: http://i.imgur.com/90WqjG2.jpg?1 http://i.imgur.com/FI7OMUT.jpg?1
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KetsuCorp: General Equipment Addon Release (GEAR)
J. Schmidt replied to ketsucorp's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Great Job! Can't wait to test it out in-game. -
KetsuCorp: General Equipment Addon Release (GEAR)
J. Schmidt replied to ketsucorp's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@Monk I just created the server key and bisigns, which will be in the next update. -
Marksmen DLC Weapon Feedback
J. Schmidt replied to UltimateBawb's topic in ARMA 3 - DEVELOPMENT BRANCH
You can count me in, just updating my game to the DEV Branch now, then I'll be right in. -
KetsuCorp: General Equipment Addon Release (GEAR)
J. Schmidt replied to ketsucorp's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'll be working on the whole ambient lighting for the NVGs soon, so people can see a very faint radiant green glow even without having to be next to a light source. (BTW if anyone is wondering J. Schmidt is also me, and I'll be asking the Moderators to change my forum name to that soon.) -
Example Campaign PBO problem
J. Schmidt replied to Spudgunner's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Good to hear that it's working for you now, as for the whole briefing issue, I never came across it, but then again when I try to launch the example campaign it keeps me at the campaign selection screen and does nothing. -
Example Campaign PBO problem
J. Schmidt replied to Spudgunner's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Well the official tools can create a campaign, that's what I ended up using in this case, you probably don't have your Addon Builder setup correctly. Open up your Addon Builder, go to options, then in the first box at the top copy and paste this: *.bikb;*.bisurf;*.csv;*.fsm;*.fxy;*.html;*.lip;*.ogg;*.p3d;*.paa;*.pac;*.rtm;*.shp;*.sqf;*.sqs;*.txt;*.wss;*.wav -
Example Campaign PBO problem
J. Schmidt replied to Spudgunner's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I was able to fix the error, and I'll send you a link for you to download what I have, feel free to change file path, names, etc, and addon to it. But please keep in mind if you change the main folder name, and/or paths, you need to update the path in the config.cpp. Link: https://drive.google.com/file/d/0B9z0LYVpShzlelQ3aUdza2tacWM/view?usp=sharing ---------- Post added at 04:40 PM ---------- Previous post was at 04:38 PM ---------- To answer your question, yes PBO Manager is a 3rd party tool, same with PBO Project and Mikero's Tools. I use Mikero's Tools 99.99% of the time, there's even rumor that some of the BI Developers use his tools instead of their own... -
Example Campaign PBO problem
J. Schmidt replied to Spudgunner's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I didn't use Addon Builder, I used PBO Manager, but I'll do a quick test with Addon Builder.