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[evo] dan

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About [evo] dan

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    Sergeant Major

core_pfieldgroups_3

  • Interests
    Mission Making in Arma 2
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    Student

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  1. Hi, Is there anywhere this can be downloaded from as both of the download links in the OP are down?
  2. Ok. I have managed to figure this out. I have had to assign the variable to the trigger space using setVariable before referencing it. It now looks like: //create all the trigger references here _trg = createTrigger ["EmptyDetector", _markerLocation]; _trg1 = createTrigger ["EmptyDetector", getMarkerPos _selectedHospital]; _trg2 = createTrigger ["EmptyDetector", getMarkerPos _selectedHospital]; //create the first trigger for joining group _trg setTriggerArea [10, 10, 0, false]; _trg setVariable ["officer", _unit]; _trg setTriggerActivation ["ANYPLAYER", "PRESENT", true]; _trg setTriggerStatements ["this", "[(thisTrigger getVariable 'officer')] join group (thisList select 0);", ""]; //create the second trigger for leaving the group - don't forget to succeed the mission with this and call a new side mission _trg1 setTriggerArea [20, 20, 0, false]; _trg1 setVariable ["officer", _unit]; _trg1 setVariable ["trigger2", _trg2]; _trg1 setTriggerActivation ["ANY", "PRESENT", true]; _trg1 setTriggerStatements ["(thisTrigger getVariable 'officer') in thisList", format["[(thisTrigger getVariable 'officer')] join grpNull; ['%1','SUCCEEDED'] call BIS_fnc_taskSetState; sideMissionCount = sideMissionCount + 1; call EVODan_fnc_sideMissionSelection; deleteVehicle (thisTrigger getVariable 'trigger2')",_missionNumber], ""]; //generate a third trigger if the civilian dies and set the mission to fail, but still call for another one to be spawned _trg2 setTriggerArea [20, 20, 0, false]; _trg2 setVariable ["officer", _unit]; _trg2 setVariable ["trigger0", _trg]; _trg2 setVariable ["trigger1", _trg1]; _trg2 setTriggerActivation ["ANY", "PRESENT", true]; _trg2 setTriggerStatements ["!alive (thisTrigger getVariable 'officer')", format["[(thisTrigger getVariable 'officer')] join grpNull; ['%1','FAILED'] call BIS_fnc_taskSetState; sideMissionCount = sideMissionCount + 1; call EVODan_fnc_sideMissionSelection; deleteVehicle (thisTrigger getVariable 'trigger0'); deleteVehicle (thisTrigger getVariable 'trigger1');",_missionNumber], ""];
  3. I am using the following code in my mission to create some triggers, and then if the players succeed or fails at the mission, then deleting the other trigger so as to free up performance and prevent race conditions. //create all the trigger references here _trg = createTrigger ["EmptyDetector", _markerLocation]; _trg1 = createTrigger ["EmptyDetector", getMarkerPos _selectedHospital]; _trg2 = createTrigger ["EmptyDetector", getMarkerPos _selectedHospital]; //create the first trigger for joining group _trg setTriggerArea [10, 10, 0, false]; _trg setVariable ["officer", _unit]; _trg setTriggerActivation ["ANYPLAYER", "PRESENT", true]; _trg setTriggerStatements ["this", "[(thisTrigger getVariable 'officer')] join group (thisList select 0);", ""]; //create the second trigger for leaving the group - don't forget to succeed the mission with this and call a new side mission _trg1 setTriggerArea [20, 20, 0, false]; _trg1 setVariable ["officer", _unit]; _trg1 setTriggerActivation ["ANY", "PRESENT", true]; _trg1 setTriggerStatements ["(thisTrigger getVariable 'officer') in thisList", format["[(thisTrigger getVariable 'officer')] join grpNull; ['%1','SUCCEEDED'] call BIS_fnc_taskSetState; sideMissionCount = sideMissionCount + 1; call EVODan_fnc_sideMissionSelection; deleteVehicle %2",_missionNumber, _trg2], ""]; //generate a third trigger if the civilian dies and set the mission to fail, but still call for another one to be spawned _trg2 setTriggerArea [20, 20, 0, false]; _trg2 setVariable ["officer", _unit]; _trg2 setTriggerActivation ["ANY", "PRESENT", true]; _trg2 setTriggerStatements ["!alive (thisTrigger getVariable 'officer')", format["[(thisTrigger getVariable 'officer')] join grpNull; ['%1','FAILED'] call BIS_fnc_taskSetState; sideMissionCount = sideMissionCount + 1; call EVODan_fnc_sideMissionSelection; deleteVehicle %2; deleteVehicle %3;",_missionNumber, _trg, _trg1], ""]; However, as soon as I press start in the editor, I get an error message referring to the "deleteVehicle" command, saying deleteVehicle 1780388: |#|<no shape>; Error invalid number in experssion I thought the createTrigger command returned a reference to the trigger, and that all I had to do was refer to this by formatting it into the trigger statements. Syntax: createTrigger [type, position, makeGlobal] Parameters: [type, position, makeGlobal]: Array type: String - usually "EmptyDetector" position: Position2D, Position3D or Object makeGlobal (Optional): Boolean - locality flag (available since Arma 3 v1.43.129935) true (Default) - trigger is global Effects of this scripting command are broadcasted over the network and happen on every computer in the network false - trigger is local Effects of this scripting command are not broadcasted over the network and remain local to the client the command is executed on Return Value: Object - created trigger Syntax: deleteVehicle object Parameters: object: Object Where have I gone wrong on this as I have checked both Biki pages and this should work from what I read (amongst other forum posts). I have even tried making it into a string but this just delays the error until its triggered.
  4. [evo] dan

    Vehicle Model Issues

    I've managed to get this to work pretty much now. I had a re-read on the vehicle configs and adjusted the bounds as I think they were set wrong. I added an exit location to the ViV config, and the respective memory point, and that can load equipment now too.
  5. Hi all, I'm attempting to make a test vehicle to make sure that I can get a functioning system, before I go and do a more detailed model. I've managed to import it into the game, and its even driveable as I used the sample cars settings. However, this is an issue: https://www.dropbox.com/s/cq5esbxdu0netea/ArmaModelNotOnGround.png?dl=0 Now, I don't think its related to physics, as I set it to spawn 10m higher and it fell to that position. If I spawn it correctly with the wheels on the ground (it will do this correctly in the editor preview), then the model will fly off into the air like its being compressed underground. I have also defined my ViV settings, and checking it via code in the editor says it is active, but that nothing fits, even a small ammobox, despite the fact the ViV markers are quite well space, what am I doing wrong here? I have tried swapping the points around to check them, and I've checked the names are correct multiple times. What have I done wrong here? Here is my project so far: https://www.dropbox.com/s/xfaug6m3zld5n4r/EVO_Test_Forklift.zip?dl=0
  6. Ok, I've rebooted the PC and reexported the model as it was causing the error it seems. I can load the barrel into the back of the Xian, but I have to use scripting in the editor to get it to be loaded in, the unload works correctly from the vehicle however.
  7. Copied the code into the config.cpp, game gave me an error when placing the object of "No Entry 'model.cfg/cfgmodels/evo_oil_barrel.sectioninherit. Didn't give me the option to load it. Dunno if its related but I couldn't binarize it for some reason, just ended up packing it so i'm not sure if that could be doing it. Kept giving me an error code of -1073740791 and saying binarize task failed, even when I deleted that piece of code so I have no idea whats going on with the addon builder.
  8. No, using the default ViV system. I know you can add it via addaction in the editor, but is there a config option to just enable the action automatically like cars have?
  9. Hi, I've got an object that I would like to be able to be loaded into a nearby ViV capable unit. Is there an option for the config to activate this automatically and then handle it for me like with some of the cars, or do I have to create a scripted solution to load it in via add action? I'm using the ThingX Class for this.
  10. Turns out I had been messing with parameters, but without ticking the box to activate it!
  11. Quick question, in the 2.80 blender version, where is the option to attach the RVMAT and texture to the model? Or do I not need to do it anymore? Can't seem to find it where it used to be in the old 2.79 version.
  12. [evo] dan

    Texture Showing as Transparent

    I tried making the background of the image black, seemed to fix most of it so I guess its the shader i'm using that's using some sort of transparent shading.
  13. [evo] dan

    Texture Showing as Transparent

    I had a thought of maybe they are reflecting stuff, i'll give it a try later.
  14. [evo] dan

    Texture Showing as Transparent

    I have no transparent texture and I don't want one. or could it be because the second barrel doesn't have its texture yet? Here is a picture of what I mean: https://steamcommunity.com/sharedfiles/filedetails/?id=1494205398
  15. Hi all, I've copied an rvmat and renamed it to match my new model but when I load it into the game, the colour shows up correctly, but I can see the ground through the model. I haven't changed anything in my rvmat but I suspect its something to do with it. here is my rvmat: ambient[]={1,1,1,1}; diffuse[]={1,1,1,1}; forcedDiffuse[]={0,0,0,0}; emmisive[]={0,0,0,0}; specular[]={0,0,0,0}; specularPower=0.05; PixelShaderID="Normal"; VertexShaderID="Basic"; fresnel(7.53,5.44); Could it be that its not assigned the rvmat correctly? I can see it in object builder though.
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