h34dup
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Scripting a Random site selector
h34dup replied to H4mmersticks's topic in BOHEMIA INTERACTIVE - GENERAL
For example, you can hide and de-simulate everything in a specified layer with: { _x hideObjectGlobal true; _x enableSimulationGlobal false; } forEach ((getMissionLayerEntities "YOUR LAYER NAME HERE") select 0); To show and simulate, you just change the boolean values above. -
Scripting a Random site selector
h34dup replied to H4mmersticks's topic in BOHEMIA INTERACTIVE - GENERAL
I did something like this many years ago. You organize your random sites (props and units together is likely easiest) into layers, give each layer name a number (eg. Layer_RandomSite_1), then generate a random number set from 1 to however many sites you have and selecting the number of sites you want to make visible (eg. if it's 3 sites of 6, select the first 3 values of that random number sequence), then you can use enableSim and hideObject to selectively show or hide the corresponding layers. -
h34dup started following AI Spawn Script Pack, S.O.G. Prairie Fire: Eyes and Ears [SP/CO05], S.O.G. Prairie Fire: Romp in the Swamp '66 [SP] and and 1 other
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https://steamcommunity.com/sharedfiles/filedetails/?id=2856874816 November, 1969. A 5-man SASR patrol is inserted into the fortified May Tao mountains to gather intel ahead of a full-scale operation by 6RAR/NZ. Put your mastery of jungle warfare to the test. FEATURES A single player (co-op friendly up to 5 players) scenario designed to match the quality of the S.O.G. Prairie Fire co-op campaign! Over a dozen detailed random sites, random patrols, VC tunnels, and more random elements for higher replayability - you will not experience everything this scenario has to offer in a single, or even two playthroughs! Thousands of hand-placed props and set pieces you can only experience in this scenario for maximum immersion - from a thrilling helicopter insertion sequence to a dangerous emergency extraction! Range of day/night play scenarios supported at your patrol's "laager" (the SASR equivalent of the SOG remain overnight site or RON), creep around at night or patrol by day! Compatible with SOG AI (recommended for even deeper single player immersion), or optional AI revive script and player always leads scripts! Dynamic Simulation and Show/Hide used for optimized CPU-friendly performance! AUTHOR'S NOTES This is my fifth release for the S.O.G. Prairie Fire CDLC and the first since the jaw-dropping 1.2 update that added ANZAC and SASR units and equipment (among a host of others). This scenario was created in collaboration with Johnnyboy, author of the excellent SOG AI addon that offers an improved experience for single player. INTENDED FOR SINGLEPLAYER, should work in co-op for up to 5, NOT INTENDED FOR PUBLIC SERVER Although I have a lot of learning to do, elements in this scenario are inspired and informed by historical sources related to the ANZACs and SASR/NZSAS in Vietnam, including books, film/documentary, internet articles, and historical insights graciously provided by members of the SOG PF discord's history channel. This is a work of fiction, any resemblance to real people, units, or events is purely coincidental. Some elements in this scenario are entirely fabricated and are intended purely for entertainment purposes. The author and this mission is not affiliated with Savage Game Design. This is a beta release, some bugs may exist. Also, it's Arma, so there are bound to be things that will affect your playthrough. Reloading the mission can solve some issues. Please let me know if you run into any game-breaking bugs. NOT RESPONSIBLE for any game-breaking bugs or issues playing with any addons in addition to the required ones listed here and I can't be held responsible if things don't work because of another modder's addon. I'm interested to hear about your playthrough! If you enjoyed playing, please leave a comment, give a thumbs-up, or add it to your faves! KNOWN ISSUES The intro sequence featuring helicopter insertion is not entirely stable - most frequent issues are either the helicopter rotates to obstruct your shot (for SP, just switch units), and the helicopter takes fire, pulls up and flys over the insertion LZ and takes a long time to insert. Sorry about these issues, try restarting or just be patient as the helicopter should eventually insert your patrol. There are sometimes issues where the units will speak in an American or other accent and it breaks immersion - sorry about this as well, but it's due to the artful but different way Australian/NZ accents are included in the CDLC. Some issues with switching units while in the laager and the action not carrying over - the actions are always removed when the full team exits the immediate area of the laager and the group leader (or switchable unit you have selected in running the player always group leader script) will get the action. Can't figure out how to complete the primary objectives - read the damn briefing and refer to the attachments included in the briefing for more details! CREDITS Thanks to FUBAR, Johnnyboy, and Kju for testing and providing feedback Johnnyboy custom script solution for player detection by opfor and SOG AI testing AIF_Infantrymen and Crazy Earl for reviewing dialog and briefing for cultural/historical tweaks Veteran29 for sharing a quick fix to one of the modules Savage Game Design Uses Kronzky's UPS for some of the random patrols Uses Grumpy Old Man's carpet bombing script Uses pierreMGI's AI revive script (optional DO NOT run if you are running SOG AI) Shout out to the SOG PF Discord and the helpful folks and vets there BI forums and BI wiki as always Post processing effects created using Recolor addon
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Link: https://steamcommunity.com/sharedfiles/filedetails/?id=2733296985 May, 1966. US Navy SEALs and South Vietnamese LDNN Commandos are tasked with clearing out Vietcong guerillas along an important trade route in the Rung Sat Special Zone (RSSZ). Time to get your hands dirty. FEATURES A single player scenario designed to match the quality of the S.O.G. Prairie Fire co-op campaign! Over a dozen detailed random sites, random patrols, ambient civilians, and more random elements for higher replayability - you will not experience everything this scenario has to offer in a single, or even two playthroughs! Thousands of hand-placed props and set pieces you can only experience in this scenario for maximum immersion - from a deadly bamboo stronghold to an enemy-occupied cave! Virtual arsenal supported, AI revive script, limited High Command, and other features to tip the odds in your favor! Dynamic Simulation and Show/Hide used for optimized CPU-friendly performance! No additional addons required besides the S.O.G. Prairie Fire CDLC (rare for my scenarios)! AUTHOR'S NOTES This is my fourth release for the S.O.G. Prairie Fire CDLC and the first since the jaw-dropping update that added US Navy SEAL and UDT units and equipment. Although I have a lot of learning to do, this scenario is inspired and informed by both historical and fictional sources related to UDT, primarily SEALs: UDT/SEAL Operations in Vietnam by T.L. Bosiljevac, as well as sources from Osprey Publishing and generally following historical discussion threads on the SOG PF Discord. This is a work of fiction, any resemblance to real people, units, or events is purely coincidental. The author and this mission is not affiliated with Savage Game Design. This is a beta release, some bugs may exist. Also, it's Arma, so there are bound to be things that will affect your playthrough. Reloading the mission can solve some issues. Please let me know if you run into any game-breaking bugs. NOT RESPONSIBLE for any game-breaking bugs or issues playing with any addons in addition to the required ones listed here and I can't be held responsible if things don't work because of another modder's addon. I'm interested to hear about your playthrough! If you enjoyed playing, please leave a comment, give a thumbs-up, or add it to your faves! CREDITS Thanks to SeaCow-52 for beta testing, feedback, and suggestions Savage Game Design Uses Mynock's Super Simple Surrender script Uses pierreMGI's AI revive script Shout out to the SOG PF Discord and the helpful folks and vets there BI forums and BI wiki for helping solve virtually any bug or problem Post processing effects created using Recolor addon
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Link: https://steamcommunity.com/sharedfiles/filedetails/?id=2709098168 January, 1965. US Navy UDT scout swimmers conduct a commando raid in North Vietnam in response to guerilla attacks in the south. Operate from the shadowy depths in the early days of SPECWAR. FEATURES A single player scenario designed to match the quality of the S.O.G. Prairie Fire co-op campaign! Underwater stealth gameplay modeled after historical accounts of early-war UDT/SEAL operations! Lead your two-man scout swimmer team on a dangerous commando raid in North Vietnam against a numerically-superior enemy that reacts to your intrusion! Dynamic Simulation and Show/Hide used for optimized CPU-friendly performance! No additional addons required besides the S.O.G. Prairie Fire CDLC (rare for my scenarios)! AUTHOR'S NOTES This is my third release for the S.O.G. Prairie Fire CDLC and the first since the jaw-dropping update that added US Navy SEAL and UDT units and equipment. Although I have a lot of learning to do, this scenario is inspired an informed by both historical and fictional sources related to UDT, primarily SEALs: UDT/SEAL Operations in Vietnam by T.L. Bosiljevac. This is a work of fiction, any resemblance to real people, units, or events is purely coincidental. The author and this mission is not affiliated with Savage Game Design. This is a beta release, some bugs may exist. Also, it's Arma, so there are bound to be things that will affect your playthrough. Reloading the mission can solve some issues. Please let me know if you run into any game-breaking bugs. NOT RESPONSIBLE for any game-breaking bugs or issues playing with any addons in addition to the required ones listed here and I can't be held responsible if things don't work because of another modder's addon. I'm interested to hear about your playthrough! If you enjoyed playing, please leave a comment, give a thumbs-up, or add it to your faves! CREDITS Thanks to SeaCow52 and Frost for beta testing, feedback, and suggestions Savage Game Design GOM Searchlight Script by Grumpy Old Man BI forums and BI wiki for helping solve virtually any bug or problem Post processing effects created using Recolor addon
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Hi there, this looks like a really useful set of scripts and the website documentation and tools make it super easy to customize. However, I cannot get Ambient Combat to work - nothing is happening. I have installed the script correctly - I seem to be able to get ambient explosions to run in some form as I can see slow-movers flying around, and I am seeing errors referencing code inside the ambient combat script when I intentionally cause an error in the parameters (eg. adding a unit name as the first parameter for Ambient Combat, which doesn't work that way). Even when using the default, no units will spawn, even after 30-120 seconds. I've tried running it from the inits of units in game, in triggers, and in the equivalent of my init.sqf, on Altis with just the scripts, the description.ext and a player, etc.
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Show/Hide Module elements not appearing after save/revert
h34dup replied to h34dup's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I just ran a quick test and it worked! The takeaway: Show/Hide Object Modifier module is unreliable and as of this post can not be trusted to work. Organizing entities into Layers is key. You can then use getMissionLayerEntities in combination with hideObject and enableSimulation to essentially perform the same function using script, which is more stable. For example: // To Globally Hide a Layer containing only Props { _x hideObjectGlobal true; } forEach ((getMissionLayerEntities "Layer Name") select 0); // To Globally Hide/Disable Simulation for a Layer containing Units { _x hideObjectGlobal true; _x enableSimulationGlobal false; } forEach ((getMissionLayerEntities "Layer Name") select 0); Shouts to Harzach for helping me figure this out, I will of course credit you in the next update. Thank you! -
Show/Hide Module elements not appearing after save/revert
h34dup replied to h34dup's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks a lot for answering the above and sharing your wisdom! Good luck getting any of my old campaigns running. I was able to get a few scenarios running using Merge, but sadly, due to issues with the Reshmaan province addon, you can only play shreds. I am currently working on a spiritual nod to Task Force 42 with a UKSF long range motorized patrol type of mission set in Syria which makes use of dynamic sim with fair amounts of units that are placed reasonably spaced apart (~500m), I have removed Show/Hide for now, and plan to add spawned units. -
h34dup started following S.O.G. Prairie Fire: Over the Top [SP], Show/Hide Module elements not appearing after save/revert, SEAL TEAM HVT Elimination (SP/COOP-6) and and 1 other
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Show/Hide Module elements not appearing after save/revert
h34dup replied to h34dup's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thank you for the reply! I fell back into editing a little while ago. Hope you enjoy some of my A3 creations! I organize all entities in EDEN into layers, so converting to script could work without having to replace all units with spawn points and waypoint game logics. I might give this a try. A couple questions, in case you happen to know it might save me some time: It seems like deleteVehicle is preferred for hiding things when they are no longer needed? hideObject and enableSimulation false is good for CPU management of things you want to keep using, but I shouldn't use these when I can just delete it? Using a hide module synced to a trigger was easier for my lazy ass than naming groups and writing deleteVehicle scripts. Guess it's just not a reliable enough way to do it. Should I use enableSimulationGlobal if the same scenario is intended for both singleplayer (primarily) and coop-6 instead of enableSimulation? I'll test it myself, but I assume I should delete the Hide modules? Or would the essentially redundant commands passed thru the modules make it more stable? A fellow editor friend suggested it might be conflicting with Dynamic Simulation, but I do not use that on the mission in question I just released. Are you aware of any issues with Dynamic Simulation and showObject / enableSimulation? -
Show/Hide Module elements not appearing after save/revert
h34dup replied to h34dup's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Giving this a gentle bump, as I have continued searching through old threads, trying solutions suggested there, such as making the triggers synced to the show/hide modules "Server Only" to no avail. Has anyone else experienced this or seen a solution? Might try PM'ing a few of the scripting sages out of the blue if not. -
Show/Hide Module elements not appearing after save/revert
h34dup posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I recently learned about the Show/Hide Object Modifier module and put it to use in a couple of my recent releases. Primarily, I saw it as a way to optimize CPU performance while having a lot of unit activity and scenes for effects (helos flying over, masses of enemy appearing without having to manually spawn w/ script and game logic, etc.). I didn't have any noticeable issues with it in my SOG PF scenario, Unexpected Guests, but for some reason, in other applications, such as my most recent scenario, SEAL TEAM HVT Elimination, it's showing some rather odd behavior. You can play and test it yourself, or see in the Steam workshop page a player reporting this w/ a screenshot. It seems to happen always when reverting from an autosave, it also happens when creating a manual save and reverting: multiple different layers that are synced to their own Hide modules with no trigger (so, hidden at mission start) and synced with triggers to Show (with various conditions, all do not show) do not show after a player has reverted, or, layers that should be hidden are showing after a revert. For example, I have a guard standing on the roof the player needs to spot from a sniper hide. Both the guard and the sniper hide are hidden using separate Hide modules. If playing from a reverted save, when the player arrives and the sniper hide and the guard are supposed to appear, they simply do not. If the player does not revert to a prior save, and they make it to this point, the sniper hide, the guard, etc. will all show up correctly. If the player saves after they successfully see the sniper hide and guard, then revert, all shown layers will still be visible. However, other layers that are still hidden (eg. a QRF that shows 30-90 seconds when the player is detected by OPFOR, players must board the evac Osprey for the mission to end), will not show in the case of the revert. Another example, in my current project (which will rely primarily on Dynamic Simulation and spawning, rather than Show/Hide for CPU, using Show/Hide only for set pieces), the player's insertion has 4 helos, each are, of course, visible at mission start, and when the insertion is complete the helos withdraw over some mountains and hit a hide trigger. When I revert, the helos show back up, hovering just off the border over the waypoint that leads them into the hide trigger. I know I can just deleteVehicle etc. to get rid of these, and I will likely do that instead as the helos are not needed after insertion. I've done a little hunting on my own but haven't seen this issue reported specifically. Can anyone help me figure out what's going on and if I can fix this without needing to re-do everything from scratch. -
LINK: https://steamcommunity.com/sharedfiles/filedetails/?id=2657074546 Bravo Team is ordered to eliminate a high-value target in Iran from across the Afghan border. FEATURES SP or COOP play for up to 6 players, an unofficial fan rendition of the Paramount show, SEAL TEAM (S2E15) packed with details straight from the episode, "You Only Die Once"! Insertion by USMC-piloted Osprey with AH escort, with a Marine QRF on standby should the situation deteriorate - and you know it will at some point! Virtual armory-enabled supply crate at the LZ, allowing you to run custom addons and use whatever weapons/gear you want! AI revive script (by pierremgi) available at the supply crate at the LZ, to give you and your team a fighting chance at survival! Custom set-pieces, including concealed sniper hide and village marketplace inspired by the episode! A showcase of the strengths (and weaknesses) of Arma 3's powerful (but flawed) Show/Hide Object Modifiers - optimal performance at a cost: no autosave or reverts! AUTHOR'S NOTES MOST IMPORTANTLY, this is an unofficial fan-made scenario, it is not affiliated with the TV Show, Paramount, or CBS in any way. Please use at your own risk and be patient if you encounter bugs, I cannot fix everything. Also, it's Arma, so there are bound to be things that will affect your playthrough. Reloading the mission is the best way to solve some known issues. Please let me know if you run into any game-breaking bugs. Sulllen Skies - Lythium, while not required to run the mission, is highly recommended to nail the right mood. NOT RESPONSIBLE for any game-breaking bugs or issues playing with any addons in addition to the required ones listed here (including ACE), I designed the mission to support Virtual Armory, but I can't be held responsible if things don't work because of another modder's addon. I'm interested to hear about your playthrough! If you enjoyed playing, please leave a comment, give a thumbs-up, or add it to your faves! KNOWN ISSUES When using the spotting scope, some targets do not initially seem to be recognized as spotted - follow the hints, you should be able to spot the target successfully by hitting LMB while zoomed in with the spotting scope or binoculars. The scenario will advance when you successfully spot the target. CREDITS Jonstyler and SeaCow-52 for beta testing and providing helpful feedback! Harzach for help fixing a major bug! Addon authors, especially those behind RHS, CUP, Lythium, Sullen Skies and Tier One Weapons! AI revive script by pierremgi Post processing effects created using Recolor addon
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Link: https://steamcommunity.com/sharedfiles/filedetails/?id=2583639543 January, 1969. RT Raleigh is tasked with conducting an ambush on an NVA supply convoy headed for VC positions in-country. Getting in is easy, getting out will be the hard part. FEATURES A branching single player scenario designed to match the quality of the S.O.G. Prairie Fire co-op campaign! SOG PF Radio Artillery and CAS, and Helicopter Transport support modules! Virtual armory-enabled S-4 Logistics! SP-compatible AI revive script (speak to the doctor near the Dust-Off helicopter near the launch pad to use this feature)! Detailed FOB2 Kon Tum and FSB Quan Loi with tons of hand-placed occupants, props, vehicles, weapons range, scuttlebutt, and even a boat showcase to discover! Multiple approaches to completing the mission, call in a 20-man 'exploitation force' to help even the odds! Dynamically-spawned friendlies and enemies, Show/Hide module used for optimized CPU-friendly performance! No additional addons required besides the S.O.G. Prairie Fire DLC (rare for my scenarios)! AUTHOR'S NOTES This is my second release for the excellent SOG PF DLC, hope you all enjoy it. While working on it, I learned a ton about the new modules, as well as various ways of spawning vs using show/hide module. Although I have a lot of learning to do, this scenario is inspired an informed by both historical and fictional sources related to MACV-SOG. This is a work of fiction, any resemblance to real people, units, or events is purely coincidental. The author and this mission is not affiliated with Savage Game Design. This is a beta release, some bugs may exist. Also, it's Arma, so there are bound to be things that will affect your playthrough. Reloading the mission can solve some issues. Please let me know if you run into any game-breaking bugs. NOT RESPONSIBLE for any game-breaking bugs or issues playing with any addons in addition to the required ones listed here, I designed the mission to support Virtual Armory, but I can't be held responsible if things don't work because of another modder's addon. I'm interested to hear about your playthrough! If you enjoyed playing, please leave a comment, give a thumbs-up, or add it to your faves! CREDITS Thanks to Frost for beta testing, feedback, and suggestions Savage Game Design AI Revive Script by pierremgi Carpet Bombing Script by Grumpy Old Man Post processing effects created using Recolor addon I forgot to make a post here when I released this scenario earlier this year. Wanted to share it here, hope you enjoy! Would love to hear your AAR!
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Arma 3 Photography - Pictures only NO comments! And List your Addons Used!
h34dup replied to Placebo's topic in ARMA 3 - GENERAL
NOVEMBER, 1968. RT Raleigh is tasked with surveying a suspected new branch of the Ho Chi Minh Trail near the Laotian border. Mods: SOG PF DLC, Recolor, POLPOX, Whiplash Nam Poses, USP Animations & Poses, ZSL Static Poses (WW2) These are promotional images for my recent single player scenario release, Over the Top. -
Link: https://steamcommunity.com/sharedfiles/filedetails/?id=2552673909 November, 1968. RT Raleigh is tasked with observing a suspected new branch on the Ho Chi Minh Trail and raiding an enemy rest station and supply dump. Go in quiet, go out loud. FEATURES A challenging single player scenario designed to match the quality of the S.O.G. Prairie Fire co-op campaign! CAS and Helicopter Transport support modules! Virtual armory-enabled S-4 Logistics! SP-compatible AI revive script! Multiple approaches to completing the mission, rewards for operating like a real MACV SOG Recon Team! Dynamically-spawned enemies for optimized CPU-friendly performance! No additional addons required besides the S.O.G. Prairie Fire DLC (rare for my scenarios)! AUTHOR'S NOTES I have been messing with MACV SOG scenarios for years using UNSUNG, but never got around to releasing one. When S.O.G. Prairie Fire was released, it was like a dream come true. And though the lack of single player content included with the DLC was a bit of a let-down, the awesome quality of all these assets meant I'd just have to make the SOG scenarios I've always wanted to play myself (which is half the fun for me). While play testing, I was often challenged and occasionally frustrated trying to keep my entire RT of AI units undetected and alive from start to finish. Rest assured, it is possible (especially now that I've added healing). The closer you run the mission using similar tactics to the real unit, the better your chances of succeeding. Riding out of a hot PZ back to FOB1 after completing the mission was one of the best Arma moments I've had in years, I hope you enjoy it too...if you can make it that far! This is a work of fiction, any resemblance to real people, units, or events is purely coincidental. This is a beta release, some bugs may exist. Also, it's Arma, so there are bound to be things that will affect your playthrough. Reloading the mission can solve some issues. Please let me know if you run into any game-breaking bugs. NOT RESPONSIBLE for any game-breaking bugs or issues playing with any addons in addition to the required ones listed here, I designed the mission to support Virtual Armory, but I can't be held responsible if things don't work because of another modder's addon. I'm interested to hear about your playthrough! If you enjoyed playing, please leave a comment, give a thumbs-up, or add it to your faves! CREDITS Thanks to Jonstyler for beta testing Savage Game Design AI Revive Script by pierremgi Carpet Bombing Script by Grumpy Old Man Post processing effects created using Recolor addon