

samatra
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Everything posted by samatra
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Need help with Arrays (Also random-related)
samatra replied to MrSanchez's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I wonder if you're trying to modify Wasteland? -
Need help with Arrays (Also random-related)
samatra replied to MrSanchez's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I wonder if Sumatra supposed to be Sa-Matra? :) -
Problem with spawning objects on zargabad pavements
samatra replied to Tankbuster's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Wow! A word from master himself. Thanks for sharing this technique! -
Putting guns on the wall
samatra replied to --Scorpion--'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Looks like addAction doesn't show up action for WeaponHolder and Library one. Anyway, here is how to properly rotate the WeaponHolder (You need BIS functions module on map): [wh, 90, 270] call BIS_fnc_setPitchBank; wh is your Weaponholder 270 is azimuth you will want to change to align it to your wall -
Putting guns on the wall
samatra replied to --Scorpion--'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Its a stock BIS object. _wepholder = createVehicle ["Library_WeaponHolder", getpos Desk, [], 0, "CAN_COLLIDE"]; _wepholder addWeaponCargo ["M16A2",1]; The only problem is that you are unable to access it as player, it only lets you use objects for showcase purposes. Having standard weapon holder on wall wouldn't be great idea too since ammo and other objects that can be put into it will look like glued to the wall. -
Putting guns on the wall
samatra replied to --Scorpion--'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
There is a great object called Library_WeaponHolder which does exactly what you need without any vectorups. -
Problem with spawning objects on zargabad pavements
samatra replied to Tankbuster's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Great job figuring solution out Tankbuster. Thanks for the knowledge. -
Problem with spawning objects on zargabad pavements
samatra replied to Tankbuster's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Great idea! Trying to spawn objects with different simulation might be a way to solve the problem. Please post back here if you'll solve it. Thanks. -
Problem with spawning objects on zargabad pavements
samatra replied to Tankbuster's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
It looked like a quite interesting and challenging task so I decided to check it out. After my tests, I'm not sure if it can be properly done with current ArmA scripting possibilities. My first guess was to use lineIntersectsWith to check if there are objects in the way and then adjust height by doing few cycles of lineIntersects checks (yet pretty heavy but if you pre-calculate it its okay) but it doesn't seem to work with pavements (tested on Chernarus, might be different on Takistan), they never appear resulting array and never detected. My test code: _pos1 = getPosASL player; _pos2 = +_pos1; _pos1 set [2, (_pos1 select 2) + 5]; _pos2 set [2, (_pos2 select 2) - 1]; hint format ["%1", lineIntersectsWith [_pos1, _pos2, player]]; Checks for objects in 10 meters line (5 above and 5 below the player) Pavements ARE objects thought but unfortunately they don't have class name to fine them so its only possible to use result of str(object) which looks like "187047: sidewalkclearlong.p3d" for Chernarus pavement. There is a still a way to solve the problem though, a very weird and not efficient one: Since we can't check if object returned by nearestObjects is pavement or not by checking its class, we can try to compare model name symbol by symbol and if it matches say "sidewalkclearlong.p3d" or other pavement objects model names then its a pavement. Later we get pavement's boundingBox and find 4 top points coordinates with modelToWorld which we can use to calculate pavement's elevation about the ground and adjust your object's coordinates accordingly. UPD: Above applies only to simple flat pavements. Sorry if I wasn't to clear in some of my ideas due to my English, let me know if this helped you a bit. ---------- Post added at 18:58 ---------- Previous post was at 18:08 ---------- Speaking of first method here is script that I made. Caution, its a rough draft and not optimized or commented at all: {deleteVehicle _x} forEach objs; objs = []; _d = 8; _step = 0.3; _ppos = getPosATL player; _hsteps = 100; player sideChat "Start"; for "_i" from (_d * -1) to _d do { for "_j" from (_d * -1) to _d do { _pos = +_ppos; _pos set [0, (_pos select 0) + _i * _step]; _pos set [1, (_pos select 1) + _j * _step]; _aslp1 = ATLtoASL(_pos); _result_pos = +_aslp1; _aslp1 set [2, (_aslp1 select 2) + 2 - 0.1]; _aslp2 = +_aslp1; for "_k" from 1 to _hsteps do { _aslp2 set [2, (_aslp2 select 2) - (2 / _hsteps)]; if(lineIntersects[_aslp1, _aslp2]) exitWith {_result_pos = _aslp2; _k = 9001;}; }; _o = createVehicle ["Sign_arrow_down_EP1", _result_pos, [], 0, "CAN_COLLIDE"]; _o setPosASL _result_pos; _o setDir 0; objs = objs + [_o]; }; }; player sideChat "Done"; Result: But as I mentioned it doesn't work with pavements since they are not detected by lineIntersects for some reason. -
ARMA 2: Community Configuration Project (A2CCP)
samatra replied to maruk's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Yes, currently there are many units that have cut inventories and having two less mag slots for medic sounds fair (even though not every medic has this, takistani militia bonesetter medics have full inventories for instance, there is more) but I think that units with halved inventories should be set to full inventory since it doesn't make much sense since units like Doctor or FR_Light have full inventory just like fully geared soldiers. Also these halved inventories basically kill unit usability in multiplayer since anyone would prefer unit with full slots over halved one. Instead of fixing units like Doctor, FR_Light and others by halving their inventories and breaking many already existent missions, I suggest to remove halved inventories from all units that have it and leave inventories that are cut just a little bit because of unit specialization (medics, pilots, etc.). Or we can make child classes for these units which will have full inventory as compromise to everything. -
ARMA 2: Community Configuration Project (A2CCP)
samatra replied to maruk's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Thanks for the info. If not new classes then maybe we can just make all these special units have full inventories? This will not break anything but instead open more mission-making possibilities. As I mentioned there is barely and consistency in that anyway (Civilians have full inventories yet military units have halved ones), so why leave these questionable half-done limitations and lift them instead? Speaking of configs, if you can give some sort of confirmation that this has right to be in CCP I will handle it myself. Thanks. -
ARMA 2: Community Configuration Project (A2CCP)
samatra replied to maruk's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Really would like to get comment on this from kju, I would love to use these units in MP but cut inventory breaks all the fun. -
ARMA 2: Community Configuration Project (A2CCP)
samatra replied to maruk's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Do you think it will be possible to add additional special unit classes that would have full inventory slots count instead of cut ones? For instance classes like Ins_Lopotev and Ins_Bardak have great unique models but barely used in multiplayer because of cut inventories. ArmA inventories are not that much of realism anyways, so why create annoying limitations? I suggestion to add special classes for all such units, for instance: Ins_Lopotev_allSlots (or Ins_Lopotev_fullGear) as child class for Ins_Lopotev but with proper weaponslots value. Or just change original classes and make them have full inventories. Other classes that are not really in military gear like FR_Light or Doctor have full inventories anyway, so there is really no consistency in it, why not change everything into good way instead of having questionable gameplay limitations? -
ARMA 2: Community Configuration Project (A2CCP)
samatra replied to maruk's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
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ARMA 2: Community Configuration Project (A2CCP)
samatra replied to maruk's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
It seems that some fixes don't really work, ones like fixed BTR60 Driver FOV or ability to carry backpacks by ArmA 2 units even though these are included in the patch addon. Still, great job, I didn't expect this to happen to be honest. -
ARMA 2: OA beta build 99343 (1.62 MP compatible build, post 1.62 release)
samatra replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
Speaking of CCP it seems that some fixes don't really work, ones like fixed BTR60 Driver FOV or ability to carry backpacks by ArmA 2 units even though these are included in the patch addon. -
ARMA 2: OA beta build 99343 (1.62 MP compatible build, post 1.62 release)
samatra replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
Apparently ArmA2\Expansion\beta\expansion\addons\communityconfigurationproject_e.pbo is missing in Steam's beta. -
I really would like to see advanced onKilled handling which will provide exact information about death which should include: 1) Unit that killed another unit 2) Type of weapon\ammo that killer unit used to kill another unit 3) Vehicle that was used by killer unit to do the kill (in case killer leaves vehicle after firing a shot info should still be present) 4) Ability to distinguish death sources by: Pressing "Respawn", Script deaths (setDamage), Suicide by causing damage to yourself (blowing yourself up) 5) In case unit gets killed by physics (by colliding with fast-moving object) it should be checked if that fast-moving object was vehicle and if it was then it should return vehicle and vehicle driver as killer.
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ARMA2.RU -Wasteland Sandbox- servers thread
samatra replied to samatra's topic in ARMA 2 & OA - MULTIPLAYER
Will check this problem out, thanks.. ----- We just opened two new EU (Germany) servers. Server is provided by [serious]EvilPutz -
ARMA2.RU -Wasteland Sandbox- servers thread
samatra replied to samatra's topic in ARMA 2 & OA - MULTIPLAYER
2 more EU server should be up soon (Utes + Chernarus) -
ARMA2.RU -Wasteland Sandbox- servers thread
samatra replied to samatra's topic in ARMA 2 & OA - MULTIPLAYER
Hosting wasteland Beware, we are pretty decisive in selecting hosts. We mainly look for US hosts right now but can accept EU as well. -
Please do, through PM, I would love to hear that. Beware though, I'll post it up afterwards. You either got lied\misinformed by whoever does coding on your side or deliberately lying and spreading misinformation. Speaking of R3F, its a stock Wasteland feature just like Tonic said, BUT who made "Rotate the object" feature? Who made "Release (horizontal)"? Who made "Lock object"? Me. And now who took it all without any credit or asking? You. Please, let me know about huge amount of code written by other people, please enlighten me. (PM) Really damn fair claim you did there, mate. I really hope this will be my last message here on this matter.
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5%? Are you joking? You just took my version and added Tonic's server side there (which was modified by Marker). 5%?! This is ridiculous. You didn't just take some of my scripts, your entire mission is my mission, 1:1 each file by file (with some changes by now). Even when I made new HUD interface you tried to copy it right away but failed since I moved scripts to server side, yet you took my dialog config and used it together with new Tonic's food\water hud code. LOL!! Go ahead, try to give me an example. I really want to know what you will come up with. Sorry for off-topic Tonic, I just can't stand this, truth has to be told.
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Alright thank you, wish you luck in development as well. We going to do major update soon which will not feature any of your code (though mission already 90% consists of my code).
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You don't seem to take into account that we offered you our help and ideas and development powers and you downright ignored us. I don't have a proposition, I just try the grounds for idea of controlled Wasteland experience instead of uncontrollable mess that it goes into now thanks to some incompetent persons. Well, it is what it is now, we will have to keep moving by our own path.