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Everything posted by sarogahtyp
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I wrote something for speed but i guess it can be modified for height as well
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AI Unit join Player, within Distance
sarogahtyp replied to Dyeg0's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Check the copied condition text for invisible characters or rewrite it manually.- 8 replies
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- ai players
- bot
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loot spawner [RELEASE] Sarogahtyps Simple Loot Spawner - SSLS V-1.2
sarogahtyp replied to sarogahtyp's topic in ARMA 3 - MISSION EDITING & SCRIPTING
SSLS Version 1.2 Release Fixes: - not all possible items (like ace medical items) were spawned - fixed - Soft Spawning delays were too long sometimes - fixed - magazines were spawned even if they were on blacklist or not on whitelist - fixed New Features and Changes: - rewrote complete config reading - introduced a _no_spawn_area_array where you are able to define areas as triggers or markers where spawning will never occur - introduced more loot categories (pistols, assault rifles, long rifles, short rifles, launchers, backpacks, weapon bags (for statics), dress items, weapon attachments, basic items (map, gps, ace medical, food etc.), misc items) - introduced ability to adjust number of magazines spawning for each weapon category - introduced ability to spawn all weapons stripped from their default attachments - changed the weired spawning chance adjustment into a spawn percentage (or weight) adjustment where you are able to set a chance for each single category now - added warnings in .rpt file and on screen in debug mode if some items are not available due to wrong settings - added warnings in .rpt file and on screen in debug mode if performance is to low to guarantee Soft-Spawning for lag prevention Additional Notes: The new spawn categories dress items, weapon attachments, basic items (map, gps, ace medical, food etc.) and misc items are created by a complex filter system which will not filter as sharp as categories are named. It could be the case that some uniforms ( or something else) is not in category dress items but in basic items or similar behaviour. This is due to a filtering by occurance of phrases in classnames of the items or their parents. I guess I know a better solution now but sometimes you want to deliver instead of fiddeling around again. Also this filter system has to do very much work on initializing phase of this script. Therefore it can take up to a minute after mission start until spawning begins. triggers/markers which are set up in _no_spawn_area_array have a higher priority than those in _spawn_area_array. This means if you have a no spawn trigger/marker inside a spawn trigger/marker then no items will spawn in the no spawn area but items will spawn in the surrounding spawn area. Sounds good but is not entirely true. Just make your no spawn areas somewhat bigger then you think 😉 I will change first post when I feel like it. Have fun! Saro Download SSLS version 1.2 -
Adding damage to a specific smoke
sarogahtyp replied to L3GAL's topic in ARMA 3 - MISSION EDITING & SCRIPTING
just another solution with checkVisibility command. but it has problems with gras and therefore it does not hurt if u are prone... works with any smoke. Its thought for testing in debug console. private _dummy = [ player ] spawn { params [ "_unit" ]; _pelvis_selection = "pelvis"; _pelvis_pos = _unit selectionPosition _pelvis_selection; // "pelvis" does not exist in model, script can't work, exit if ( _pelvis_pos isEqualTo [ 0, 0, 0] ) exitWith {}; _end_selections = ["head", "lefthand", "righthand", "leftfoot", "rightfoot"]; while { alive _unit } do { _pelvis_pos = _unit modelToWorldVisualWorld ( _unit selectionPosition _pelvis_selection ); _selection_visabilities = _end_selections apply { _selection_pos = _unit modelToWorldVisualWorld ( _unit selectionPosition _x ); [ _unit, "VIEW" ] checkVisibility [_pelvis_pos, _selection_pos] }; _average_visibility = _selection_visabilities call BIS_fnc_arithmeticMean; if ( ( stance _unit ) in ["STAND", "CROUCH"] and _average_visibility < 0.8 ) then { _unit setDamage ( damage _unit + ( 0.1 * (1 - _average_visibility ) ) ); }; systemChat str (damage _unit); sleep 2; }; }; -
Proof of concept testing: setVelocityTransformation
sarogahtyp replied to panther42's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Okay, I tested a bit and imo it works very good but has some problems as well: - for me the landing is a bit too fast. I guess its not really realistic - it has problems in wooden areas to find a proper landing place and crashes into trees sometimes - if I m in water then it finds a position on shore but partially in water and therefore the heli gets damaged from water and AI is dismounting - it has problems i I am on high buildings (in tanoa) heli crashes straight into the building Im standing on. I would use BIS_fnc_findSafePos instead of findEmptyPosition. With BIS_fnc_findSafePos you are able to look for a wider landing area which is also not on shore. You just need to use boundingBoxReal or maybe sizeOf to get the dimensions of helicopter and than you can add some meters (maybe depending on heli dimensions) to get a proper landiing area Edit: Imo bigger helis should land slower than small ones maybe depending on sizeOf as well. -
Proof of concept testing: setVelocityTransformation
sarogahtyp replied to panther42's topic in ARMA 3 - MISSION EDITING & SCRIPTING
if u like people to try your code then you should make it as easy as possible to get some interest on it. I personaly don't like to write an addAction or something else to test other peoples code. Best thing for me is something which I can just throw into debug console or maybe in a vehicles init field. This way I can test it in editors temp mission without setting up a proper mission for it and without have to think about it much. just a suggestion ... Mankind is a lazy thing! -
Inhibiting waypoint statement execution + limitations of lockWP
sarogahtyp replied to madrussian's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@madrussian why is it not an option to insert a "Hold" or a "Scripted" waypoint in groups waypoint chain then do your things with that group and if you have done what you want just remove that waypoint and set the current waypoint to the one it was before? This should not break anything of the mission and you can do what you need to meanwhile... -
loot spawner [RELEASE] Sarogahtyps Simple Loot Spawner - SSLS V-1.2
sarogahtyp replied to sarogahtyp's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Just doing some late replies: Yes. No. Don't touch anything below this line: //***** EDIT ABOVE TO ADJUST MAIN BEHAVIOR your custom loot array has to look like this. tested and working: _exclusive_loot = [ "launch_NLAW_F", "SmokeShell", "ACE_M84", "11Rnd_45ACP_Mag", "rhs_mag_30Rnd_556x45_M855A1_Stanag", "rhs_mag_30Rnd_556x45_M855A1_Stanag_Tracer_Red", "20Rnd_762x51_Mag", "ACE_20Rnd_762x51_Mag_Tracer", "rhsusf_acc_aac_762sdn6_silencer", "HandGrenade", "rhs_weap_M136", "CUP_30Rnd_9x19_MP5", "CUP_1Rnd_HE_M203", "CUP_1Rnd_HEDP_M203", "CUP_smg_MP5SD6", "CUP_smg_MP5A5_flashlight", "CUP_smg_MP5A5", "CUP_hgun_Glock17_blk", "CUP_17Rnd_9x19_glock17", "launch_RPG7_F", "RPG7_F", "CUP_arifle_G36C", "CUP_30Rnd_556x45_G36", "rhs_weap_m4a1_carryhandle_m203", "rhs_mag_30Rnd_556x45_Mk262_PMAG", "sgun_HunterShotgun_01_F", "ACE_2Rnd_12Gauge_Pellets_No0_Buck", "2Rnd_12Gauge_Pellets", "ACE_2Rnd_12Gauge_Pellets_No1_Buck", "CUP_arifle_HK417_20", "CUP_20Rnd_762x51_HK417" ]; you have to set up the trigger array like this, just with your own trigger names. tested and working: _trigger_array = [trigger1, trigger2]; All of you: 1. You have to copy the file SSLSv1-1.sqf into your missions root folder. 2. Create a initServer.sqf file in missions root folder and copy/paste this lines into it: private _dummy = execVM "SSLSv1-1.sqf"; 3. Save the file! 4. Adjust the parameters in the header of the script file (SSLSv1-1.sqf). These are well documented (imo) there. 5. After starting the mission it could take upto 1 minute until the spawning starts. In debug mode you can see the debug hints after spawning loop is started. New release with huge improvements is probably coming up within next few hours/days/weeks... -
@joostsidy great! I laughed a lot. And yeah, i m a survivor as well.
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Its not that hard if the mission supports it already and the liberation version i played some time ago did. You can easy verify this by checking if there are HC slots in the lobby. You are able to see the slots if u r logged in as admin only. The only thing u ve to do then is to set the IP for the HC in server.cfg. After that u can connect a HC like you start a server but with -client as start parameter... All of this is described detailed in the bi-wiki
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Do you use headless client on the mission? If not then u should consider to use som HC to get some workload moved to other cpu cores...
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RemoteExec BIS_fnc_textTiles problem
sarogahtyp replied to Tory Xiao's topic in ARMA 3 - MISSION EDITING & SCRIPTING
[parseText format [ "<t font='PuristaBold' size='1.5'>You killed %1</t><br />And gain $%2 bonus", _victim, _reward_money ], true, nil, 2, 0.7, 0] remoteExec ["BIS_fnc_textTiles", _killer]; not tested -
DISABLE Trigger with condition
sarogahtyp replied to Mcjaggon's topic in ARMA 3 - MISSION EDITING & SCRIPTING
nonsense! these lines all return false: !true ! true ! true ! (true) not true not true ! (true) or !true or ! true or not true there is just no difference...- 13 replies
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- disable trigger
- suicide bomber
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DISABLE Trigger with condition
sarogahtyp replied to Mcjaggon's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Its also possible to disable a trigger completly and enable it afterwards again. Both can be done with the enableSimulation command.- 13 replies
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- disable trigger
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End task with a script.
sarogahtyp replied to Stevan Corak's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I guess setTaskState is for doing this. Also sleep 1 does not wait 1 second exactly it waits a minimum of 1 second and the deviation adds up. Therefore it's better to compare to mission time: private "_end_time"; _end_time = time + (_this select 0); while { time < _end_time } do { hintSilent format["Time Left: \n %1", [((_end_time - time)/60)+.01,"HH:MM"] call BIS_fnc_timetostring]; sleep 1; }; YOURTASK setTaskState "Failed"; Not tested... -
Animations and Scripting
sarogahtyp replied to Gamer1515's topic in ARMA 3 - MISSION EDITING & SCRIPTING
like most people which are new to this forum you are not giving much information. Therefore i can guess only that you have to wrap a spawn around your whole code like this: dummy = [] spawn { yourcode };- 1 reply
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Additional options for artillery AI
sarogahtyp replied to tony86's topic in ARMA 3 - MISSION EDITING & SCRIPTING
some more variety but not tested: 0 = [] spawn { private [ "_salvos", "_delay", "_rounds", "_ammo1", "_tgt" ]; private _min_delay = 3; private _max_delay = 20; private _min_rounds = 2; private _max_rounds = 10; private _min_salvos = 1; private _max_salvos = 5; _salvos = round (_min_salvos + random (_max_salvos - _min_salvos)); _ammo1 = getArtilleryAmmo [gun1] select 0; _tgt = getMarkerPos "target1"; for "_i" from 1 to _salvos do { _delay = _min_delay + random (_max_delay - _min_delay); _rounds = round (_min_rounds + random (_max_rounds - _min_rounds)); gun1 doArtilleryFire [_tgt, _ammo1, _rounds]; sleep _delay; }; }; -
Additional options for artillery AI
sarogahtyp replied to tony86's topic in ARMA 3 - MISSION EDITING & SCRIPTING
are u serious? -
There are several caching scipts which have to do exactly this to cache groups and their vehicles but i guess its easier to write it yourself than extracting it from such mostly big script frameworks...
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Climbing ladder tp script
sarogahtyp replied to noewon's topic in ARMA 3 - MISSION EDITING & SCRIPTING
if you do not know what some parameters of a command are about then I recommend reading the biki entry of that command: https://community.bistudio.com/wiki/addAction -
Custom map and controls script
sarogahtyp replied to negaiette's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Idk how to enable that feature with the map classes. Maybe @beno_83au knows? But you can still use an event handler to detect map clicks and add markers via script with it... Edit: https://community.bistudio.com/wiki/Arma_3:_Mission_Event_Handlers#MapSingleClick -
Server Scripts timing out?
sarogahtyp replied to Rosso777's topic in ARMA 3 - SERVERS & ADMINISTRATION
scripts are not simply "timing out". I guess its a scripting problem but not a server problem. The only server thing which could have an influence is that servers fps are dropping after some hours but this depends on mission. therefore most server admins perform a server or mission restart periodically. as admin you can see server fps by typing #monitor 5 Into the chat. You should watch the fps when the problem occurs. -
Must be your translator
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Custom map and controls script
sarogahtyp replied to negaiette's topic in ARMA 3 - MISSION EDITING & SCRIPTING
my working map classes and the dialog: and my defines: the dialog will not work because i did not post all used classes but the map classes should show how to do it