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h34dup

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About h34dup

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core_pfieldgroups_3

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  1. 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!
  2. 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.
  3. 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?
  4. 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.
  5. 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.
  6. 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
  7. 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!
  8. 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.
  9. 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
  10. https://steamcommunity.com/sharedfiles/filedetails/?id=2502834537 BETA RELEASE - MAY CONTAIN BUGS Lead your ODA in their fight alongside the Northern Alliance to unseat the Taliban and hunt down AQ terrorists involved with the 9/11 attacks. FEATURES SP or COOP play for up to 12 players, loosely inspired by the story of the horse soldiers and the film 12 Strong! CAS and Mortar Support modules (usable only by the Detachment Commander) Virtual armory-enabled supply truck at the LZ, allowing you to run custom addons and use whatever weapons/gear you want! Go full-on horse soldier and ride into battle on horseback (requires @dbo_horses addon, not usable by AI) Custom "war-torn" hand placed set pieces and references to the film, use them to your advantage in order to withstand a hostile force many times your size! Dynamically-spawned enemies for optimized CPU-friendly performance! AUTHOR'S NOTES This is my third scenario for Arma 3 based on modern ops or real-world operations, it's also based on a movie, so take the "realism" with a grain of hollywood-flavored salt 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 Jonstyler and Domokun for beta testing Addon authors, especially those behind RHS, CUP, and FFAA Lythium Simple Surrender Script by MMK Carpet Bombing Script by Grumpy Old Man IED Script by Jeevz Post processing effects created using Recolor addon
  11. That's great to hear! I'm glad there were no issues and the performance was good. I do have a couple things in the works...
  12. https://steamcommunity.com/sharedfiles/filedetails/?id=2465895849 BETA RELEASE - MAY CONTAIN BUGS Lead your team of tier one operators to locate and dispose of suspected chemical weapons deep behind enemy lines. FEATURES SP or COOP play for up to 4 players, loosely inspired by the CBS show SEAL TEAM (S1E2), a return to modern ops for fans of my old Arma 2 content who have been waiting patiently while I was in a Arma WWII hole! Insertion by military free-fall (MFF), parachute over the Iraq/Syria border and carry out a black ops mission in the shadows of a devastating modern conflict! Virtual armory-enabled supply crate at the rendezvous point, allowing you to run custom addons and use whatever weapons/gear you want! Custom "war-torn" hand placed set pieces transform a corner of Takistan into the ruins of Nagara, use them to your advantage in order to withstand a hostile force many times your size! Dynamically-spawned enemies for optimized CPU-friendly performance! AUTHOR'S NOTES This is my second scenario for Arma 3 based on modern ops or real-world operations, it's also based on a TV show, so take the "realism" with a grain of hollywood-flavored salt This is a work of fiction, any resemblance to real people 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 Jonstyler for the idea and for beta testing Addon authors, especially those behind RHS, CUP, and Tier One Weapons!
  13. US Navy SEALS escort a CIA chemical weapons expert searching for suspected chemical and/or biological weapons in Nagara, Takistan, 2017. Mods used: CBA3, CUP, RHSUSAF, Tier 1 Weapons These are promotional images for my latest SP/COOP release SEAL TEAM Direct Action and EOD on Steam.
  14. May 1943, Americans from the 29th Ranger Battalion conduct a night raid on a German airstrip outside Skogbygda, Norway. Promotional images from my latest SP/COOP scenario (link) Mods used: CBA_A3, Faces of War, CUP Terrains, IFA3_AIO_LITE, Northern Fronts + NF Terrains, Secret Weapons, US General Equipment and Accessories
  15. h34dup

    WW2 Rangers Airfield Raid [SP]

    Good luck getting them to accept the mods list - might be helpful to test this scenario with a smaller group to ensure there aren't any bugs. I'd hate to hear everyone loaded up but then there was some random bug with the scenario. For example, there is a script for SP that makes whatever unit the player is switched to become the group leader. I'm happy to join and test, play, or troubleshoot if there's a good time. PM or hit me on Steam.
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