thecoolsideofthepillow
-
Content Count
253 -
Joined
-
Last visited
-
Medals
Posts posted by thecoolsideofthepillow
-
-
!WORK IN PROGRESS!
Two teams are tasked with securing an Encryption Key and uploading it to a Device to either arm or disarm a bomb. Arm/Disarm 2 out of 3 devices to win.
The mode is inspired by the official End Game scenario as well as Obliteration from Battlefield 4.
WIP notesI am uploading this now as it is currently in a perfectly playable state as far as I am concerned. Both teams can spawn, both can change loadouts, both can respawn, both can obtain the key and arm or disarm devices as intended, and both teams can win or lose correctly.
I want to work more on the polish, though. It's very, very basic as of this writing. The To Do features may not be complete, it just includes what I have in mind right now and is completely subject to change.
To Do List
- Get the walls for both team's bases to spawn correctly. The in-built objectmapper function is not grabbing them for whatever reason.
- Include more robust options for transport and support.
- Create custom HUD elements to track Devices Armed/Disarmed, the status of the key/carrier, and display other relevant mission-specific information.
- Customize the classes to fall more in line with a Battlefield-like experience with appropriate naming conventions.
- Increase the player count to the absolute maximum. Or 100. Whatever.
- Change how Independent team enemies are created to prolong combat.
- Include Independent enemy vehicles
Bug Reports
If you encounter a bug, please reply on the Workshop comments and I will look into it.
Download:
http://steamcommunity.com/sharedfiles/filedetails/?id=919943712
-
I have a variable to keep track of a player who should be holding a certain item. The item is not always in the possession of a player, though, so the variable in question may be undefined. It doesn't stop it from working when it needs to, but the RPT error every time the onPlayerDeath script runs and the variable isn't defined makes debugging other things a bit annoying with the debug output of the non-critical error on screen.
I put a waitUntil {!isNull MyVariable} at the start of it, but it still continues with the script regardless, thus throwing up the undefined variable error, for some reason (and in line 3, not line 1 to indicate that the waitUntil command is giving the error).
Entire onPlayerKilled.sqf:
//This event script handles dropping the Encryption Key and changing the appropriate tasks waitUntil {!isNull KeyCarrier}; //Still says undefined variable on init when units are set to spawn on start. Annoying, but does not affect functionality _Corpse = _this select 0; _CorpsePos = getpos _Corpse; if (_Corpse == KeyCarrier) then { _EncKey = "Land_Laptop_device_F" createVehicle _CorpsePos; _EncKey addAction ["Take Encryption Key Locker", "EncryptionKey.sqf"]; "KeyMarker" setMarkerPos getPos _EncKey; if (side _Corpse == west) then { tsk7b = ["Bring Key BLU", "FAILED", true] spawn BIS_fnc_taskSetState; tsk7r = ["Kill Carrier RED", "SUCCEEDED", true] spawn BIS_fnc_taskSetState; }; if (side _Corpse == east) then { tsk7r = ["Bring Key RED", "FAILED", true] spawn BIS_fnc_taskSetState; tsk7r = ["Kill Carrier RED", "SUCCEEDED", true] spawn BIS_fnc_taskSetState; }; tsk2b = ["Get Key BLU", "ASSIGNED", true] spawn BIS_fnc_taskSetState; tsk2r = ["Get Key RED", "ASSIGNED", true] spawn BIS_fnc_taskSetState; KeyCarrier = nil; };Any input on the task stuff would help too; that's what I'm actually working on now and it's a PITA.
-
I'm just wondering if it's possible to disable the light on the "Device (Assembled)" prop. It has animation states defined, but maybe I'm using the command wrong.
_Device animate ["Light_1_rot",1];or
_Device animate ["Light_1_rot",0];Have no effect. But the light does seem to turn off in the day automatically. I would like to disable not only the light (if it's night time) but also the fans if possible.
-
The method I used to use no longer works, and the other two methods I have found on Google looking for a solution have also failed to work (probably for the same reason as the primary one listed on the wiki that does not work in A3). Is there really no way to do this anymore?
-
I can not get the composition to spawn. Set up a super basic thing on Stratis to just spawn my composition somewhere and while I get no script errors, I also wind up with no composition.
_basePos = [[],0,15000,5,0,0.5,0,[]] call BIS_fnc_findSafePos; _FlagRef = "FlagPole_F" createVehicle _basePos; _basePosATL = getPosATL _FlagRef; _Blu_Base = ["BluBase",_basePosATL,0,0,true,true] call LARs_fnc_spawnComp;The flag spawns, the composition doesn't.
-
No problem. You helped me get what I needed so I should be good for, oh another 3 hours until I try to get crazy with something and need help again. lol
-
It's not the weighting of the AI to spawn itself; there's another option in there for when you use multiple spawnpoints, it wants to use one more than another. But since it's a numerical value, it's a bit vague as to whether a lower number or a higher number is given priority. If they're all equal, it just picks at random.
-
Yeah, that's exactly what I was trying to do.
Got a trigger with the condition:
sectorA getVariable "owner" == WEST
Activation:
aispawnA enableSimulation true;
Deactivation:
aispawnA enableSimulation false;
My sector module's variable name is "sectorA" (I *am* supposed to use the variable name, right, and not the display name?), my AI Spawner is "aispawnA." When BLUFOR owns sectorA, the AI never spawns at the designated point. The always on spawner has a weight of 1, the new spawner has the default of 5; but I have also tried these weights reversed because I am not sure which direction it goes for "more weight" so-to-speak.
Thanks for the command to get to the 2D editor, by the way. I just needed this little bit:
I was almost right with it when I started last night. Just forgot to set my triggers to the proper team (left them default). Haha
-
I did this a while back before the ED3N editor came out where I could sync I think a trigger, a lock or unlock logic and the sector in question to any other module/trigger to make it so when the sector is captured by one team it would unlock one set of things, and if captured by the other, lock those first things and unlock others.
I don't remember how to do it though. The pictograph as a reference was only in the 2D editor, which is no longer in the game and very few of the modules in the 3D editor have yet to have these ported over.
I've tried a scripted method, and it works for the player spawns; but activating/deactivating the "AI Spawnpoint" modules with enableSimulation does not seem to work. Regardless of whether the simulation is enabled, the AI never uses spawnpoints other than the one at their respective AI Spawn module that controls the overall spawning behavior. Even if the weighting is set higher on the unlocked modules. I know modules and syncing aren't the norm around here, but I'm hoping maybe someone knows what I'm referring to here and knows the proper set up. Using as little scripting as possible always seems to make a smoother mission.
-
I've been playing by myself on a local server, but I have noticed that even with the option to allow the AI to revive, they can never revive because when the player (me) is incapacitated, they all immediately die. Even if I just knocked myself down from a fall when no enemies are within 2 klicks, they just disappear the moment I am "dead." Can this be fixed?
-
Damn.
I was looking forward to that feature myself specifically. I can do the old way but it's clunky and ignores any height data. Still a good step forward though. Looking forward to trying out this update this weekend.
Same. Just want to be able to throw together a composition then have a script calling them dynamically. The normal method of saving a composition doesn't account for init lines or anything (height isn't too hard to work around since I use the functions that find a "safe" position), so it makes it a pain in the butt to get dynamically generated tasks such as "destroy the radio tower" to work properly since they don't spawn with the necessary stuff in their init to just work.
-
nothing, profiling is debugging, analysis tracking ...
for normal use please just get performance binaries
Does this mean the thing on Steam isn't for normal use...? It says "Profiling" client, not performance; but it does give me better performance than vanilla stable. Now I am confused.
-
Changing the malloc from system to tbb4malloc_bi only helped in so far as not having the performance issues start until a much later time for me.
-
I have a stupid question about a dedicated server.
That link you posted states you need " windows 2008 or later" . Windows 2008 is a windows server version. Does that mean that you have to have a server version installed, or can you use any version of windows (home, pro, etc) ? ie. can you use windows 7 or 10 as the os for the dedicated server?
Hope my question makes sense.
Thanks,
Fire
You can run a dedicated server on any modern version of windows. The wiki link says Windows 2008 *and up.* It just wouldn't work with older versions of Windows like 2000, 98, ME, 95, 3.1, etc.
XP, Vista, 8, 8.1, 10, server, etc all work.
-
1
-
-
I have this exactly, only it's in multiplayer as well.
I took some printscreens how it looks like.
https://gyazo.com/93d6ac15c04e9b58573b85a5adda7ec2
https://gyazo.com/6ede414a529d340c165d30b104394a8d
https://gyazo.com/5e3d0e19a981c4ddde704219315496d5
I'll have normal gameplay for around 5 minutes when joining the server.
Then out of nowhere my fps starts dropping from 50-60 to 3-4 and all graphics start going to shit.
The thing I've noticed when that happens is that my disk usage also drops to 0-4% while it's usually somewhere around 40-100%
Those pics are the exact thing happening to me; character models start folding/disappearing and all the textures look like LOD textures. At first I thought my GPU was overheating or something, but the thing was stone cold pretty much. There was no anamolous HDD, CPU, or memory usage during it according to the task manager, but I noticed the activity light for the drive was pretty much just on; not flickering here and there, but solid.
Specs:
AMD FX-6300
AMD HD7770
8GB DDR2
1TB HDD
Windows 10 x64
-
Bummer... I over-hyped myself for this feature a little bit. Haha.
Good thing I don't follow the development super close. I'd end up doing that all the time.
-
I just had the game start corrupting models and drop the framerate to a slideshow after about an hour of play. Menu would work fine and fast when it opened a few moments after hitting escape, though. Just updated to 1.58 and started a new single player mission.
-
Once I've saved a composition with the new update, how would I call that composition to be spawned from a script? Or is that not possible (yet)?
-
I came across this scene while playing my port on Al Rayak.
I was wondering what all the commotion was about when I approached the city. This answered that question.
-
3
-
-
What happened to the little guide on how to edit the random loot spawn table? I already have a bunch of stuff from CUP in arrays for a store that works on a similar method of categorization; I am wondering where I can pass those arrays to Ravage's loot table for the various location types (Civilian, Military, etc).
-
1
-
-
Now, in case this doesn't work with the map(s) I have in mind, how would I find the door name to add to this script's custom list of door names? My usual method of looking at the thing and having a hint tell me what the cursorTarget is just shows me the building name (if not <<NULL-OBJECT>>)
-
I was thinking about this feature on some Life servers where you can own a house in Altis, and it allows you to lock the doors to the building.
Now, I don't really care about home ownership in the game, but locking doors for an enemy stronghold would be insanely fun to work with.
I'm just not sure how I would even do that. The doors are first of all not vehicles, so AFAIK they don't have the built in lock-out system available to them, and secondly, they are pre-placed on the map; I don't know if the *doors* have unique names I can work with, just the entire building.
The only way I know I could lock a door now (and perhaps it's how those Life servers work for all I know) would be to spawn an object on the otherside of the door to prevent it from opening, since the doors won't clip through objects and then delete the object when the condition to open the door is met. I was hoping there was a more elegant and non-immersion breaking method instead. The buildings I am using are the Takistan style ones, so a lot of the times you can see the other side of the door through a window; I think it would be weird to see an H block or something barring the door until you had the key.
-
Correct! (0-3 instead of names)
Don't want do derail this thread much more, so a short version... :)
Make the whole "construct" an array by giving it a local variable name:
_bList = <CONTENT OF THE FILE> ;
underneath that, put:
{ _idx = Building_list pushBackUnique _x; if !(_idx==-1) then { Building_registr pushBack ((_bList select 1) select _forEachIndex); }; } forEach (_bList select 0);In your init.sqf of initServer.sqf put the following at last
waitUntil {!(isNil "Building_registr")}; execVM "buildingList.sqf";In MP, if you use the older init.sqf method make sure to only exec this on the server!!!
That's all.
Or wait till Haleks puts it into his Mod ;)
yay! it works!
Now I just need to take the time to figure out which buildings are which so they are not all spawning civ loot. At least *two* of them have "military" in the name. lol
-
Not sure if it'll be too helpful here but could be something :P: https://community.bistudio.com/wiki/isBurning
This is perfect. Can just make a Hit EH with that. :)
Warlords
in ARMA 3 - OFFICIAL MISSIONS
Posted
Is there a way I could manually set the fast-travel points? It tends to like to put them in the water when the sector is along the coast.