

thecoolsideofthepillow
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Everything posted by thecoolsideofthepillow
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MenuPosition Respawn Template Broken for One Team
thecoolsideofthepillow posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I always have problems with the respawn template >< I had both my teams spawning in random points on the map perfectly fine with just the respawn = 3 and marker arrangement. Then I needed to give them loadouts and allow at least one team to pick their position, so I used the respawn templates and now the green team's menu says no respawn positions available, only correctly showing their loadout. I have the following markers placed on the map where I want my players to be able to spawn: respawn_independent0, respawn_independent1, respawn_independent2, respawn_independent 3, respawn_east0, respawn_east1, respawn_east2, respawn_east3, respawn_east4, respawn_east5. Description.ext: author = "The Cool Side of the Pillow"; overViewText = "The military has cordoned Altis off as an exclusion zone, but trespassers are constantly making it ashore to explore the strange things they've only heard rumors about."; overviewPicture = ""; onLoadName = "The Zone: Altis"; loadScreen = ""; disabledAI = 1; joinUnassigned = false; class Header { gameType = sandbox; minPlayers = 1; maxPlayers = 32; }; respawn = 3; respawnDelay = 25; respawnDialog = 1; respawnTemplates[] = {"MenuInventory","MenuPosition"}; respawnOnStart = 1; class cfgRespawnInventory { class STALKER { displayName = "Newbie STALKER"; icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\sergeant_gs.paa"; weapons[] = { "hgun_P07_F", "Binocular" }; magazines[] = { "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag" }; items[] = { "FirstAidKit" }; linkedItems[] = { "ItemMap", "ItemCompass", "ItemWatch" }; uniformClass = "U_IG_Guerilla1_1"; }; class ARMY { vehicle = "O_Soldier_SL_F" }; }; Init.sqf: _gear = [independent, "STALKER"] call BIS_fnc_addRespawnInventory; _gear = [east, "ARMY"] call BIS_fnc_addRespawnInventory; _nil = execVM "radiationzone.sqf"; -
MenuPosition Respawn Template Broken for One Team
thecoolsideofthepillow replied to thecoolsideofthepillow's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I fixed the green team's spawn problem by forcibly adding their spawns to the spawn list _stalkSpawn = ["respawn_independent0","respawn_independent1", "respawn_independent2", "respawn_independent3"]; _armyspawn = ["respawn_east0", "respawn_east1", "respawn_east2", "respawn_east3", "respawn_east4", "respawn_east5"]; {_spawnposgrn = [independent, _x] call BIS_fnc_addRespawnPosition;} forEach _stalkSpawn; {_spawnposred = [east, _x] call BIS_fnc_addRespawnPosition;} forEach _armyspawn; They are able to spawn now, at least, however it's using *every* spawn point, including OPFOR's, so there's a huge chance a green team player spawns in OPFOR's bases just to get shot. At first I thought it was not using the addRespawnPosition for red, but even after doing that, green team is still spawning at all of the spawn points and not just theirs. -
Loot system (Configurable Loot script)
thecoolsideofthepillow replied to bangabob's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I just found this script and I love the simplicity of it. Been looking for something that just does what it says like this for a while to learn how it's done easier. However, in just testing to make sure I called it right and it's using the altered arrays of the loot I want it to have, I noticed it's spawning a lot of things in the bottom left corner of Altis; the marker I am using for the script isn't even covering that part of the map and there's nothing but ocean out there (not even any ruins under the waves or something like that).It doesn't seem to want to place things down anywhere else but that corner and around Kavala, even though my marker is 15000x15000 and covers the entire landmass. http://i.imgur.com/EcVS7Xu.jpg​<- this is all I end up with after waiting 20 minutes just to make sure it's not just taking a very long time to populate the entire map. It also does not do anything if I run the script from the init.sqf; I have to execute it once I am standing around on the map. -
Placing Triggers Randomly with Random Size?
thecoolsideofthepillow posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I want to create trigger zones, but I want to place them randomly when an event happens, and I want them to also come in random sizes as well as varying numbers of zones every time they are generated. I am not sure about a couple of things though: 1. How do I even get/set a random map position that is still valid? It doesn't need to be around anything interesting, I just don't want it placed off in the unreachable parts of the map. Would it just be best to start at the player and pick a random value for the X and Y offsets? 2. How would I keep my randomly placed zones from overlapping? 3. Can I use the "do" command to execute something X number of times? This would help in generating the random number of markers to be placed. -
Placing Triggers Randomly with Random Size?
thecoolsideofthepillow replied to thecoolsideofthepillow's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I did it! //This script will spawn random zones of varying levels of radioactivity (slow death zones with varying degrees of how quickly they kill) //It is designed to be used with a Blow Out script to re-create the changes of anomalies after such an event in STALKER, //but can be used for other things as well. //This particular example is set up for the size of Altis, creating between 10 to 25 zones ranging from 50m to 1.5km in size in a 15,000x15,000 square from the center of the map. DecayZones = []; {deleteVehicle _x;} forEach DecayZones; //"DecayZones" is a global variable defined at init. Either in the init.sqf or from an object's init field from the editor. _rndZones = [10,25] call BIS_fnc_randomInt; for "_i" from 1 to _rndZones do { _rndDis = floor (random 15000); //Set the radius to place the markers _rndHead = floor (random 360); //Set the compass bearing to create markers from center point _rndX = [50,750] call bis_fnc_randomInt; //Set the X size of the marker _rndY = [50,750] call bis_fnc_randomInt; //Set the Y size of the marker _rndDir = floor (random 360); //Set the marker's direction, separately from the original compass bearing used to place the marker. _mapPos = [getMarkerPos "MapCenter", _rndDis, _rndHead] call BIS_fnc_relPos; //Set the point from which to create the zones around. _trg = createTrigger ["EmptyDetector", _mapPos]; _trg setTriggerArea [_rndX,_rndY, _rndDir, false]; _trg setTriggerActivation [ "ANY", "PRESENT", true]; _trg setTriggerStatements ["call {if (count thislist > 0) then {{if (alive _x) then {_toxicity = random 0.075; _x setDamage (damage _x + _toxicity)}} forEach thislist};false}", "", ""]; DecayZones pushback _trg; }; This works not only for the units I expected, but also for the randomly generated animals the map spawns; a nice bonus for skilled STALKERS to notice the pockets without a Geiger counter. It does not yet take into account any kind of radiation protection because I have not yet created those items. That's next. The long, and tedious task of moving a lot of the junk map objects into a list of usable inventory items. EDIT: Although it occurs to me that the AI won't really do anything about the zones. Not a problem for those that spawn with protective suits, but all the others will just wander/spawn inside these zones and die (still kinda cool just for loot purposes I guess). I wonder if I could have them not be aware of them until a member of a group (or nearby group/all units with a radio, etc) takes X damage from the field then calls it in so all the other units who know about the field can avoid it. -
Placing Triggers Randomly with Random Size?
thecoolsideofthepillow replied to thecoolsideofthepillow's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Well, I tried this based on your second suggestion: DecayZones = []; {deleteVehicle _x;} forEach DecayZones; _rndZones = [10,25] call BIS_fnc_randomInt; for "_i" from 1 to _rndZones do { _rndDis = floor (random 15000); //Set the radius to place the markers _rndHead = floor (random 360); //Set the compass bearing to create markers from center point _rndX = [50,750] call bis_fnc_randomInt; //Set the X size of the marker _rndY = [50,750] call bis_fnc_randomInt; //Set the Y size of the marker _rndDir = floor (random 360); //Set the marker's direction, separately from the original compass bearing used to place the marker. _toxicity = random 0.075; //Random amounts of radiation damage to receive without protection _mapPos = [getMarkerPos "MapCenter", _rndDis, _rndHead] call BIS_fnc_relPos; //Set the point from which to create the zones around. _trg = createTrigger ["EmptyDetector", _mapPos]; _trg setTriggerArea [_rndX,_rndY, _rndDir, false]; _trg setTriggerActivation [ "ANY", "PRESENT", true]; _trg setTriggerStatements ["this", "{_x setDamage (damage _x + _toxcicity);} forEach units thislist;", ""]; DecayZones pushback _trg; ​ It creates a random number of entries into the DecayZones array, just as I had gotten it to before, but it is not setting the trigger's effects. If I walk into or teleport myself into the triggers, I do not take any damage, but they do activate. I can use the triggerXXXX commands if I set a variable first as an array's indice (_selection = DecayZones select 0) and then I see the zones are at least the proper area and statements and such. I have the statements correct, right? I've never needed to make triggers from a script before, so I could be doing something wrong there. The triggers are activating correctly if a unit is inside, it just doesn't seem to be playing the "On Act" line of the triggerStatements I used to slowly drain their health for a random amount up to 0.075 damage per trigger tick. -
Placing Triggers Randomly with Random Size?
thecoolsideofthepillow replied to thecoolsideofthepillow's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I am trying to create randomly placed and sized areas that will cause any infantry unit to slowly take damage while inside them, unless certain other conditions are met. I can create markers of random shapes and sizes around the map, but I haven't been able to do so with triggers. So I was trying to see if I could use the inTrigger function to turn the markers into triggers, basically. When I put {_trg = createTrigger ["EmptyDetector", getMarkerPos _x];} forEach DecayZones; at the end of my script, I could use allMissionObjects "EmptyDetector" to find a number of arrays as I had markers set, but I could not change their area or other paramters. Their names (at least I think thats what they are) just show as a random string of numbers like 1779933, 179950, etc. When I try to use any of the triggerXXXX commands on the numbers, it just closes the debug console with no errors and outputs nothing. EDIT: Interestingly enough, I have found that even just going by the example usage of BIS_fnc_inTrigger for checking if the player is within a marker produces the same "same position" error, but produces the right output if the player is in the marker or not. -
Placing Triggers Randomly with Random Size?
thecoolsideofthepillow replied to thecoolsideofthepillow's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This snippet produces the same error. I should point out, DecayZones is the name of an array containing all the markers (named "Marker_1" through however many there are), not a marker itself. The biki says it can be an array, and I figure it would be doing this for everything in that array, which is what I want. -
Placing Triggers Randomly with Random Size?
thecoolsideofthepillow replied to thecoolsideofthepillow's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I have since corrected that (kept wondering why it would sometimes generate 10-12 zones, but other times it would be less than 3, even 0) when I saw a post describing what the for command was actually doing. I thought it was just doing X times between the first number and second. I was wrong. :P Here's what I have so far: DecayZones = []; {deleteMarker _x;} forEach DecayZones; _rndZones = [10,25] call BIS_fnc_randomInt; for "_i" from 1 to _rndZones do { _markername = Format ["marker_%1", _i]; //Concatenate the marker names to be unique _rndDis = floor (random 15000); //Set the radius to place the markers _rndHead = floor (random 360); //Set the compass bearing to create markers from center point _rndX = [50,750] call bis_fnc_randomInt; //Set the X size of the marker _rndY = [50,750] call bis_fnc_randomInt; //Set the Y size of the marker _rndDir = floor (random 360); //Set the marker's direction, separately from the original compass bearing used to place the marker. _mapPos = [getMarkerPos "MapCenter", _rndDis, _rndHead] call BIS_fnc_relPos; //Set the point from which to create the zones around. createMarker [_markername, _mapPos]; // Actually create the marker _markername setMarkerSize [_rndX, _rndY]; //Set the marker's size _markername setMarkerDir _rndDir; //Set the marker's direction in the event of oblong zones for more variety in shape. /* You can uncomment the following lines to make the markers visible on the map for debuggging purposes. _markername setMarkerType "Empty"; _markername setMarkerShape "ELLIPSE"; _markername setMarkerBrush "Solid"; _markername setMarkerColor "ColorRed"; */ DecayZones = DecayZones + [_markername]; //Add all the markers to an array to keep track of the buggers. }; ​ It works for creating the markers the way I want. What I am having difficulty with now is changing from markers to triggers or using the markers themselves as a trigger area. Trying to keep what I have, I've tried _inTrigger = [DecayZones, allUnits] call BIS_fnc_inTrigger; which returns an error saying that "marker_2" is a string and not an array or scalar value (odd because it only says "marker_2" which means it has no issue parsing "marker_1"). But if I try _inTrigger = ["DecayZones", allUnits] call BIS_fnc_inTrigger; It gives an error about using the same position more than once. I would guess because it wants a position and returning the units name won't work, even though I *could* use player or an object's name as the position value. Can I turn my markers into triggers quickly and painlessly without having to make a bunch of redundant lines for markers that might not even exist? Again, I could also just try to make the markers triggers (which would make setting the effect the zones actually has *much* easier) but I don't know how to sequentially name the triggers so I can mess with their settings. Everything I search for comes back with various ways of using missionNameSpace, but they all use units/vehicles as their examples (like THIS), and while the examples work great for units, it doesn't seem to work with trigger names. I can easily make a bunch of units names "Unit1, Unit2, Unit3" etc with the missionNameSpace, but creating triggers that way does not do anything. EDIT: I think I figured it out. Stupidly simple, too... Just place a trigger down for each marker, on each marker, the same shape size and direction as the marker. It actually worked to give me a number of triggers unlike trying to just generate the triggers in the for loop. Just put this in the final line of the script: {_trg = createTrigger ["EmptyDetector", getMarkerPos _x];} forEach DecayZones;​ -
Placing Triggers Randomly with Random Size?
thecoolsideofthepillow replied to thecoolsideofthepillow's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I tried this: _rndVal = [0,12] call bis_fnc_randomInt; for "_i" from 3 to _rndVal do //Create as little as 3, but as many as 15 pockets of radiation. { _rndDis = floor (random 5000); //Maximum distance from map center _rndHead = floor (random 360); //Compass bearing from map center _rndX = [50,500] call bis_fnc_randomInt; //X size of trigger area _rndY = [50,500] call bis_fnc_randomInt; //Y Size of trigger area _rndAngle = floor (random 360); // Angle of trigger area in the event of an elliptical zone _halfLife = random(0.075); _mapPos = [player, _rndDis, _rndHead] call BIS_fnc_relPos; //random map position to center trigger zone _trg = createTrigger ["EmptyDetector", _mapPos]; _trg setTriggerArea [_rndX, _rndY, _rndAngle, false]; _trg setTriggerActivation ["ANY", "PRESENT", true]; _trg setTriggerStatements ["this", "{while (_trg) do {_x setDamage (damage _x - _halfLife);};} for each units in thislist;",""]; }; ​ When I also combined that with a hint to show me all the "EmptyDetector" objects on the map, I just get a blank array ([]), so I am guessing I will actually need to give the trigger name (_trg) a unique name somehow. But I don't know how... I think I need to use "missionNameSpace," but I am confused about some of the details of how it would be used for my purposes. EDIT: Or I could just use my working method of using markers and then just use the bis_fnc_intrigger command, as it seems that will also work with markers (which I already have working). ​ -
Placing Triggers Randomly with Random Size?
thecoolsideofthepillow replied to thecoolsideofthepillow's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This looks perfect. I can set the initial position from a marker placed in the center, then place additional points from the relative position of the last. So all I would need to do there is make the direction random, and the distance no less than the previous marker size combined with the new marker size. However, I am wondering how I would do *that* since each item has to have a unique name, and using the loop would just execute the same exact command for however long the loop is. Can I make the command set the first name as "Marker1" then just add 1 to the name so the next would be "Marker2" and so on? EDIT: Nevermind, I figured it out. Had to just remember what it was called (concatenation) to find what I needed. I think I got a perfectly working script now: for "_i" from 1 to random(10) do { _markername = Format ["marker_%1", _i]; _rndDis = floor (random 500); _rndHead = floor (random 360); _rndX = [50,500] call bis_fnc_randomInt; _rndY = [50,500] call bis_fnc_randomInt; _mapPos = [player, _rndDis, _rndHead] call BIS_fnc_relPos; createMarker [_markername, _mapPos]; _markername setMarkerSize [_rndX, _rndY]; };​ It works for markers, at least. I need to create triggers, though, and I am not sure if I can concatenate the triggers' variable names so I can set their activation and statements correctly. I mean, the trigger's name is set by saying "variable = createTrigger" so if I used "_markername = createTrigger" wouldn't it overwrite the previous setting of the variable "_markername?" Or would it create triggers named "Marker_any," "Marker_1," "Marker_2," and so on? -
Killoch's MultiNational Pack
thecoolsideofthepillow replied to kamping-killoch's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I got this pack for a mission I wanted to try earlier and everything in that mission worked fine; all the units spawned and had the right uniforms. However, I am just starting a new mission of my own and, just for no reason at all I decided to make my debugging unit a cop from this pack and when I try to preview it so I can mark off where I want to place stuff, I get a no entry error for "cfgWeapons.MNP_CombatUniform_POPO" and can not preview the mission. It works for all the other units, just not the two police. -
RHS Escalation (AFRF and USAF)
thecoolsideofthepillow replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I don't know where else I can find help with RHS, so maybe someone here can help: A lot of the time, not always but very often, when I try to enter a vehicle with any sort of door opening animation other than from a chopper, the character entering the vehicle just gets stuck next to the vehicle unable to do anything until the vehicle itself is deleted or destroyed. It happens with players and AI alike. I have the latest version of RHS and its dependency addons, and this problem happens even when only RHS and its dependency addons are running.- 16574 replies
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Finished Loading, Take Control of Character, Go Back to Loading Again
thecoolsideofthepillow posted a topic in ARMA 3 - TROUBLESHOOTING
This keeps happening when I preview a mission I am working on. I just have some vehicles, some markers and my player unit. It loads into the map, but as soon as I have control over my character, it goes back to a loading screen and just sits there doing nothing. It is not loading, it is not even accessing the hard drive. It's not completely frozen, though, because the tips in the bottom keep changing. But I can't cancel it, it never loads into the map again, and all I can do is alt+f4 or end the task from the task manager. -
[IceBreakr/IBIS] Isla Duala for A3
thecoolsideofthepillow replied to icebreakr's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Is there any easy way of getting the units to use CSAT and NATO vehicles with ALIVE without resorting to actually using NATO and CSAT themselves? They have tanks and mechanized infantry, but no choppers yet. I'd like to just use the Molation and Afrenian dudes but at least give them some humming birds or other light aircraft to make use of the many airstrips on the map as simply as I can when using ALIVE to handle all the spawning. And I, too, have noticed units bouncing/floating in the air on this map, as well as vehicles instantly setting on fire the moment they are spawned, but only when running the map on a dedicated server. With or without Alive. No such problems in a LAN server, though. I initially thought it was just an issue from ALIVE on the map, but confirmed it is just the map when trying to figure out what the real issue was and ran it on the dedicated server without any mods other than Isla Duala and it's requirements. -
Missing .PAA, but only on Server?
thecoolsideofthepillow posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I made a mission for multiplayer and it works perfectly fine when doing a local LAN server. But when I put the mission on a dedicated server and select it from the mission selection screen, I get an error saying that the load screen image I have in the mission is not found. But it only gives this error on the dedicated server. Local LAN doesn't give an error and the image is displayed correctly. Not sure what's wrong... The mission file the dedicated server is loading is just the .PBO. Shouldn't the image be *in* the PBO? The rest of the mission runs fine. It's just the image that should appear when the mission is highlighted in the selection screen is not working for some reason. -
Came here looking for a solution to it crashing myself. I tried this and it still crashes about 5-10 minutes into the mission with a hex reference error. It's only the mission, and even when unmodded it will crash. Unfortunately, it also crashes with the Workshop version, and the files this fix needs you to delete do not exist for the workshop version.
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Change Tracer Colors as They are Fired?
thecoolsideofthepillow posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I have a very simple TDM type mission, and I want the teams to recognized easier in addition to the uniforms, so I thought why not give the teams team-colored tracers? Blue for BLUFOR, Red for OPFOR and Green for Independent. But there are no blue tracers, first of all, and I still want the sides to have team-appropriate weapons, which means BLUFOR has Red tracers, OPFOR has Green tracers and Independent uses Yellow. Can I change the color of the tracers as they are fired some how, without needing to make new magazines (which would require editing all the guns, too, to use those magazines)? -
Is there any way to maintain the "Playable" status of a unit with copying and pasting? Or can I just hold a key or something when I click to place them to make them "Playable?"
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I have released what is to be the beginning of a larger mission type, and I need feedback on what to fix and what other possible things to add besides what I have on the to-do list. The intention is to create a PvP multiplayer experience that combines elements of Battlefield, Counter-Strike and Call of Duty while being balanced with ArmA mechanics and game play using RHS Escalation units on All-in-Arma Terrain Pack's "Porto" island, but made simple enough to be ported to any map, using any units, with minimal headaches. Ultimately, I want to try and bridge the gap between pure milsim and casual FPS game play. Link to Workshop Page Required: @CBA_A3, @AllInArmaTerrainPack, @RHSAFRF, @RHSUSF Changelog: March 18, 2015 - 0.01 - Initial, playable release Complete: Battlefield-style sector control Loadouts Player spawning AI spawning Dynamic Weather (provided by randomWeather2 by Meatball) To-do: "Kill-streak" bonuses (temporary, automated heavy vehicles called in by Radio Support when a player earns enough points based on kills and objectives) demolitions & hostage bonuses (Red earns cash and points for sabotage, Blu earns cash and points for search & rescue) buying additional kit with cash earned from kills and conquests (including player operated light vehicles)
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[PvP](WIP) Call of Battle-Strike
thecoolsideofthepillow replied to thecoolsideofthepillow's topic in ARMA 3 - USER MISSIONS
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(I did not see a specific forum for A3 suggestions so posting this here.) For the longest time, this has been one of my biggest gripes with the editor: In order to set some very basic options for any mission or campaign, you need to create and fill a description.ext file with a few lines of script. To display an author name. To set the game type. To fix the number of players. To change respawn settings. Etc. Why, oh why, can these simple items not be set via the "mission intel" window? It's the same place you set a name and a description; it could easily be made to include Author, game mode, min/max player counts, and all the respawn settings. I would even go so far as to want loadouts created quickly and easily from an interface, as these are also defined in the description.ext and should be/could be very easily handled in such an interface.
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This is slightly more directed to scripters, but I'm sure there are some interesting player stories, too. What are some of your dumb mistakes? For the past 30 minutes I had been trying to get something super simple working that just wasn't cooperating... The markers are right, the modules are synced, the scripts are good; what's wrong!? I had renamed my mission, but was still putting the scripts in the originally-named mission folder. D'oh!
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The Stamina/Fatigue system needs to be fixed now!
thecoolsideofthepillow replied to total's topic in ARMA 3 - GENERAL
I know you're running with around 60kg of equipment usually, but you're also supposed to be a trained soldier. Running out of breath after 500 meters may be rather realistic in that instance, but 500 meters in-game is more like 500 feet IRL because of the scaling. Running out of breath, even with a decent load size, after only 500 feet is pretty pathetic unless you're an out-of-shape chain-smoker. -
Do you prefer the Advanced Flight Model?
thecoolsideofthepillow replied to d3nn16's topic in ARMA 3 - GENERAL
I like it and dislike it at the same time. I like the hud. I like the way you're affected by wind and stuff. I dislike the fact that if I have the trim set to be manually adjust my aircraft just pitch backwards incredibly fast; too fast to actually adjust anything accurately. If the trim is adjusted automatically, there's really not much difference in having the AFM on or off to me. You can feel the wind having an effect, but it's very minor, even with gale force winds. I'd rather just like having the new HUD without the other stuff associated with it. I haven't found any public drop-in-drop-out servers that use it anyway.