rds100
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Everything posted by rds100
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createVehicle & player="PLAY CDG",
rds100 posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hello, who knows if using the createUnit command it is possible to create a unit available for switching? In misson file game uses this code - player="PLAY CDG", but how can I do within createUnit ? I use this code: _unit = _grp createUnit [typeOf driver _veh, _grp, [], 0, "CARGO"]; And where wil be here player="PLAY CDG"? Something like _unit = _grp createUnit [typeOf driver _veh, _grp, player="PLAY CDG", 0, "CARGO"]; ? May be I need use setVehicleInit command? _unit = _grp createUnit [typeOf driver _veh, _grp, [], 0, "CARGO"]; _unit setVehicleInit ... player="PLAY CDG" ? Like this? -
Hello everybody! The question is how to limit the space of a group’s action to the boundaries of a trigger? This is necessary so that the group does not retreat and does not run away from the battlefield, and fights within the boundaries of the trigger installed on the map. Is it possible to take the triggerArea and getPos commands for a group? So that the group along the route comes into the trigger, and does not leave its borders until it dies, or until another command arrives, for example, to go to another trigger? How can I do this in a script? group this getPos triggerArea [trigger name] ...? Something like that? forbid to leave the trigger zone, forbid to go beyond the boundaries of the trigger, and so on
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Group area limitation
rds100 replied to rds100's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Exactly! I wanted to do this with scripts like this: IF (unit) crosses the border (of the trigger) THEN (unit) should go back inside (trigger) But I myself can’t write them, due to lack of knowledge of scripting I do not know the software mechanism of the game, so maybe I'm wrong, and this is the wrong way, with these triggers, and so it is impossible to do. I also noticed, in the course of the battle, that the COMMANDER gives his command to run away from the battlefield! It may be necessary to limit precisely this, but how? That is, a script to make changes that prohibit giving this particular command to retreat. -
Group area limitation
rds100 replied to rds100's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
And here's about how I would like to do. The blue arrows in the diagram show the advance. Red - the forces of the defenders, who must retreat on command, from line to line, despite the losses and the intensity of the attack. And only after all the lines have been captured (according to the conditions of these triggers, for example, more than half of the troops in the position have been destroyed), then move to the reserve line (last arrow) https://dropmefiles.com/CQg8V -
Group area limitation
rds100 replied to rds100's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yes, this is exactly what we are talking about, that is, we need to limit the AI in a situation where groups of bots that have the task of occupying defense and standing, they run away, retreat, contrary to all the routes and triggers that are on the map. Apparently, such an algorithm is embedded in the game, retreat and run away to a safe place. I increased my courage https://community.bistudio.com/wiki/allowFleeing, raised setSkill https://community.bistudio.com/wiki/setSkill, but they still run away from the position when the enemy approaches, in the mission that I did. And so I thought that it was then necessary to create a system of triggers and scripts in order to get a full ordered retreat from one trigger to another, sequentially, and as if by command, "retreat to the next line of defense." And to make several such boundaries from the triggers located one after another. For this, I need, as I thought, such commands for working with triggers, as I wrote above. I have not tried the zone restriction, I honestly don’t know how to work with it. Here is a link to the mission itself, look, from the side of the Reds, how the flight from the positions occurs)) https://dropmefiles.com/T9sNH -
Group area limitation
rds100 replied to rds100's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks, but i want to use trigger. May be, somebody can wright example of a script, for Arma2OA, like this 1) IF (unit) inside of the (trigger), THEN ... some condition (where unit, and trigger is private name) - un1, groupe1, bot1, trigger1, and so on 2) and reverse example IF (unit) outside of the (trigger), THEN ... some condition 3) (unit) move and get inside of the (trigger) there is example, something like this, but for A3 https://steamcommunity.com/app/107410/discussions/17/135510194253178544/ -
Hello everybody! help please understand. 2 weeks ago I ceased to hear radio communications players. nothing in the game settings have not changed. they just disappeared. I see now appears at the bottom of the player nickname, when he says, but his voice is not heard. if you add me to a group of bots, their radio I hear. and that on all servers, at least for a few which I came.
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the simplest model of a concrete or asphalt pad
rds100 posted a topic in ARMA 2 & OA : MODELLING - (O2)
I'm sorry , perhaps this issue was discussed many times , but what needs to be done in this case? creating in O2 simplest model in the form of 4 points and one surface , apply a texture , save , porting in Vizitor , the resulting image is incorrect (in this case it is no texture but the result is the same no matter in texture , and in the structure model . in addition to the connection points in the surface should be something to be done , but what): -
Ready models of walls, doors, roofs, etc.
rds100 replied to rds100's topic in ARMA 2 & OA : MODELLING - (O2)
There is also, in the folder "razn" an object under the name "musor2", it is a garbage box. In it it is possible to hide if to jump inside, and to bend down. AI units don't see the player, which inside. Also there is "zabor21p" fence, on it the built-in ladder, that is it is possible to get through a fence, and to construct a long fence of these segments, and then in game to send bots to a place behind a fence, they get through a fence. However, only in one direction. (On this island these objects aren't put). -
Here models of doors, walls, and another building-parts, for Visitor3. I made them for my project, but now there is no time for ending it. Requires Arma 2 (used some textures from CA-folder). Quality not so high http://dfiles.ru/files/359jjjveh - models (non-binarized) http://dfiles.ru/files/59hwydpie - training island with ready buildings (non-binarized) http://dfiles.ru/files/6cdil3j8b - island binarized http://dfiles.ru/files/mtgna950h - models-folder binarized shortcoming - ruins aren't made still. but they can be wrote in a config
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Ready models of walls, doors, roofs, etc.
rds100 replied to rds100's topic in ARMA 2 & OA : MODELLING - (O2)
Yes, free use in the projects of all models is allowed to everyone, and also to change, supplement, remake. Especially as some models demand completion. For example, the elevator which is in those 10-storeyed buildings that in the first picture. I after all made the elevator, but it works in "a manual mode", that is automatic equipment of the elevator isn't realized. The elevator is caused on a floor only according to floor number for what it is necessary to know, on what floor you are. Elevator doors too open and closed manually. Also there are no places in the elevator for AI units. The player can go both down and up in the elevator, AI units - only down, the elevator can't lift them, they "fail". As to correct it, I didn't learn. Perhaps, somebody also will make though Vilas said that it is impossible) -
How to make light didn't pass through walls (by shadowvolume LOD?), and what mean these figures in an illuminant config? colorDiffuse [] = {0.9,0.8,0.6}; colorAmbient [] = {0.02,0.02,0.02}; how to regulate parameters of light by them?
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LOD switching problem with custom buildings.
rds100 posted a topic in ARMA 2 & OA : MODELLING - (O2)
I made several models of walls (as a part of buildings). There is one problem - blur of vehicle and man, and another game objects, around of those walls. What is the reason? I think, in resolution LODs, somewhere in neighbor and middle view, but what exactly? In O2Manual said, that "ArmA Engine selects the resolution LODs itself". I made wall 5x7 m, for 2 floors (height of 1 floor is 3,5 m). After, I put 5 those walls one on another, and get a part of wall of a 10-floor building (it like an industrial buildings-constructing technology) :)). And after that, in game, this problem appears. This is a picture - http://rghost.ru/46196898/image.png. In it, image of tractor is crushed. (Left-view on the same place, all is OK - http://rghost.ru/46197807; right-view around that building - http://rghost.ru/46197855/image.png - there is no blur?? there is - http://rghost.ru/46198144/image.png) It problem appears around of those walls, I checked. P3d file of the wall - http://rghost.ru/46197012. Please, somebody, try to help. p.s. phrase "on the phone" in a title of a thread is a mistake, don't pay attention -
LOD switching problem with custom buildings.
rds100 replied to rds100's topic in ARMA 2 & OA : MODELLING - (O2)
In one building - about 3000 - 5000 faces, in high buildings even more. Yes, it really too much, I'll try to make less. -
LOD switching problem with custom buildings.
rds100 replied to rds100's topic in ARMA 2 & OA : MODELLING - (O2)
Yes-yes, I about that. Very low resolution. Tractor is only example, all another units becomes the same. Yes, I try to make opened buildings, and make small town from them. Now I use minimum of details and faces, minimum textures, but already now problems appears.. That means, should be even less details? But, how many resolution-LODs should be, from 1.000 to 6.000? And how to define, how many faces must be in every next Res-LOD? I made simple models of walls with 0.000 LOD, Geo-LOD, Fire-Geometry LOD. When saw this problem, I added res-LODs from 1.000 to 6.000 with low details from next to next, but it don't help yet. -
Hi everybody! Please, who works with modeling, watch my project of elevator model, or a lift. Dont pay attention to textures, i will make them later. I made a lift, made animation, it works, goes up and down, but there are some little problems. 1. A buttons of animation start. They are somewhere down, when lift is rising up, buttons disappear. 2. AI-unit can only to go down on it, but not to rise up, they fall down, when lift goes up. Here is it: http://rghost.ru/43422166 Who can help, advice something, how to correct that?
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OK, understood, but how it will be in my example? In it, in 0 LOD, and in memory LOD there is selected part "lift1", as in GeoLOD. I should select and name a point "knob" also in all these LODs? Or, I should rename position="knob" to position="lift1" in config.cpp? Stop. I forget something. In a real lift exists 2 types of buttons - static, on each floor, and dynamic, inside of the lift box. Now I've made only buttons in lift, but even they doesn't work well. And what about buttons in floors? How to make them?
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Yes-yes, I about that. I just dont know exactly, how to attach points in memoryLOD to the moving parts of model (in my case, moving part is the whole model). What I should to do, and in what LOD? I've been working in O2 not long time, I only know, how to set some divided points in memoryLOD, but how to attach? It can be saw better in model, I gave a prooflink. Number of floors is 10. So, from 1 to 5 floor actions are perfect, but they always exactly under floor of a lift. But from 5 to 10 floor it is rather hard, to "catch" anims, and in last, 10th floor, player cannot anims at all, they disappear, Yes, by some reason, points dont follow to the model, they stay in the 1st floor level. I copied and pasted all model from 0 LOd to memoryLOD, selected one point in model, and named it like "knob" or so on, as in cofig.cpp in line "position": class OpenDoors4 { displayName = "5et"; position = "knob"; radius = 300; onlyForPlayer = 0; condition = "this animationPhase ""lift1"" <= 0.4"; statement = "this animate [""lift1"", 0.4]"; }; It doesnt work, button stay down. Then I copy 10 points "knob" in MemoryLOD, and set them in the each floor level, selected all 10, and named them, but this method doesnt work too. I think, it would better to ask, and to put model to the forum. Maybe, there is some simple mistake, which I've passed.
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Ehe-he.. What to do? :(
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Please help with adding of addon in the island. The problem is next. I made simple island (long time ago). Now I made one simple model, it is a door. When I put a door in this island in the Editor, animation (open-close) works. But, when I put the same door in that island in Visitor3, in game it appears, but animation doesnt work. I put folder of model with config.cpp in the folder Ca of the island, but it doesnt help. I dont know good about how to write config.cpp. What classes and land_classes should be, and another? Config for a door (and model.cfg) I've found in a forum, here. I take this config without any changings. With it, door works, but with a problem, what about I said (only in editor). What should to correct in it? What structure of a addon folder should be (Mydoor/ca/mydoor/mydoor.pbo?) And how to set it? Just put in a folder "Addons" of a game ("not-recommended way")? I set addon in that way. Class _land in config.cpp exists. And that is - config.cpp of the island, may be problem in it? #define private 0 #define protected 1 #define public 2 #define ReadAndWrite 0 #define ReadAndCreate 1 #define ReadOnly 2 #define ReadOnlyVerified 3 #define VSoft 0 #define VArmor 1 #define VAir 2 #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 //Class df : config.bin{ class CfgPatches { class df { units[] = {"df"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class CfgWorlds { class DefaultWorld { class Weather; // External class reference }; class CAWorld : DefaultWorld { class Grid {}; class DayLightingBrightAlmost; // External class reference class DayLightingRainy; // External class reference class DefaultClutter; // External class reference class Weather : Weather { class Lighting; // External class reference }; }; class DefaultLighting; // External class reference class df : CAWorld { access = ReadOnly; // cutscenes[] = {"ChernarusIntro1"}; description = "df"; icon = ""; worldName = "\df\df.wrp"; pictureMap = ""; pictureShot = ""; plateFormat = "ML$ - #####"; plateLetters = ABCDEGHIKLMNOPRSTVXZ; longitude = 30; // positive is east latitude = -45; // positive is south class Names { class Poselok { name = ""; position[] = {4000,4000}; type = "CityCenter"; demography[] = {"CIV",1.0,"CIV_RU",0.0}; radiusA = 1000.0; radiusB = 1000.0; angle = 0.0; }; }; class Grid : Grid { offsetX = 0; offsetY = 0; class Zoom1 { zoomMax = 0.15; format = "XY"; formatX = 000; formatY = 000; stepX = 128; stepY = 128; }; class Zoom2 { zoomMax = 0.85; format = "XY"; formatX = "00"; formatY = "00"; stepX = 1280; stepY = 1280; }; class Zoom3 { zoomMax = 1e+030; format = "XY"; formatX = "0"; formatY = "0"; stepX = 12800; stepY = 12800; }; }; startTime = 12:20; startDate = 12/07/2012; startWeather = 0.1; startFog = 0.0; forecastWeather = 0.1; forecastFog = 0.0; centerPosition[] = {1700, 2100, 300}; seagullPos[] = {1272.84, 150.0, 14035}; class ReplaceObjects {}; class Sounds { sounds[] = {}; }; class Animation { vehicles[] = {}; }; }; }; class CfgWorldList { class df {}; }; class CfgMissions { class Cutscenes { class ChernarusIntro1 { // directory = "ca\chernarus\data\scenes\intro.Chernarus"; }; }; };
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Mein Gott! It works! ))) Bushlurker, thank you very much!! I've been looking answer for 2 days already. By the way, in past threads with such problem nobody didnt tell about that way.
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http://rghost.ru/43278902 - here is that door, please somebody, who work in Visitor3, try to set it on the map and guess, why animation is disabled
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Thanks! I'll try, but, it seems, I already did that.. Will try one more time, for exactly. By the way, I find a thread, exactly about that - http://forums.bistudio.com/archive/index.php/t-87794.html. But then, as I understand, problem was solved by adding a _land class to the name of object. In that config, what I use, land class presents from the begining, but now it doesnt work. http://forums.bistudio.com/showthread.php?114304-Custom-building-ladder-not-working - one more thread about it. they say there about viewgeometry LOD. I think, may be anyone know that problem? In that case, please tell, how do you usually set custom addon in your-made island. Share your experience. In common, this question will be so: custom object in custom island - how to set? P.S. I changed config.cpp for object. Now log gives an error: Class Land_Garage exists but there is no property class in ... p3d. What is it? Where should be this property class?
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I made model, made new lod Path, made points, linked them, made selections for that points, in1 and pos1. But in game there are no points on model, they doesnt show. What should do anymore? May be, it can make in another way? I need, that, when I in game, like a leader of group, put cursor in some object, like house, appears positions, if they there are on it- object#position1, etc. How to make that for my model? These words - object#position1 - doesnt appear in game. That mean, is what my config.cpp for model is wrong? Or must be some another file, where this points on model are estabilished (like Model.cfg, or some another?) For example, #DirtHamp-position1; #prebehlavka - position1. In what file in Arma thouse positions wrote? In another words, how to set animation for point on model of a buildig - "position1", or "go to that position", etc? I about that points http://rghost.ru/43185352 - here is a file, please, see it
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Change parameters of the objects on my island
rds100 posted a topic in ARMA 2 & OA : TERRAIN - (Visitor)
Hello. I made my island, and I want to change some parameters of objects on it. I know, it need to do in config.cpp, but don't know, how exactly. May be, somebody give some simple common example? Exactly, I need that. 1. I want to make light inside of the houses (not all, of course, only in some 10-15, in which possible to go inside). There is one model of lamp - CA\structures\Furniture\Lighting\fluor_lamp - fluor_lamp.p3d. It good lamp, but it almost doesn't give real light in the night, it very dim. How to rise its brightness, it possible? I need to add to config.cpp (P\myislandname\config.cpp) new class, approximately like that- class CfgNonAIVehicles class lighting brightness = ...? how much? And what syntax? 2. How to rise hardness of some object? For example, there is wall, CA\structures\Wall\Wall_CBrk_5.p3d. I want its hardness to be more ,and wall doesn't fall :) from one strike of the car. How to write it in config? It parameter "armour", but, again, what classes it will be, and what syntax? class CfgNonAIVehicles class wall class Wall_CBrk_5 armour=..500? 3. There is object like CA\misc\sidewalks. Those sidewalks have interesting characteristic - units go on them, and stand exactly on that point of terrain, which given, in any place of sidewalk. All another objects they go around, even they have height and configuration, like some platform, or floor. Question, how is it made, and is it possible, to give such properties to another objects, in config of island, or it can made only in Oxygen, i.e., necessary to give new model? (I want make floor from some object).For example, we take in Visitor some table, like P:\CA\structures\Furniture\Tables\lobby_table, make its size 500, and heght a little more than surface, 0.05. It looks like the best floor for room! )) But AI units don't go on it, they go around it. p.s. One more question. How to set destroying type of the objects - "ruins", also in config.cpp, for some object, for example, for this wall - Wall_CBrk_5?