Nemanjic
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Everything posted by Nemanjic
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Guys I need help with setting position of object follownig array of coordinates but including negative Z. https://forums.bohemia.net/forums/topic/153382-shk_pos/ I found this but links are broken and found this ; _mystartpositions = [[0,0,0],[5234,7345,0]]; _rndstartposition = _mystartpositions call BIS_fnc_selectRandom; object1 setpos _rndstartposition; but code only place object on those two locations randomly. Eden placement radius is useless because it always place object on surface. I need this: -moored naval mine to be randomly placed in specific area on the sea (could be marker) but also to randomize depth (z axis). For now, I only manage to place mine randomly X and Y but Z is always the same distance from the bottom so divers alsway know to dont search for mine between surface and bottom -40m. (40m is a chain of naval mine which is always placed on bottom.) - That is what I need! Z randomized axis so the mine could be on any depth between bottom and surface. Thanks in advance
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Solved!! I put all tree values (min, mid, max) for every axis where minimum is from and maximum is up to coord! Thank you bro, this help a lot also helped learning! mine1 setPos [random [500, 550, 600] , random [500, 550, 600], random [-200,-100,0]]; ❤️
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Thanks for time sir. Testing now.. _rNumber = random 50; -does this means that randomization will go from 0 to 50? mine1 setPos [random 500, random 500, random -200]; -this works well but it only randomize position from 0 up to 500 by X, also 0 to 500 by Y and -200 to 0 by Z. How could I make it not to be from 0 because 0 is always left corner of map? @stanhope -Or inside marker placed in exact area where divers whould look for mine but with Z random coord..
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Tested now, but it is not random. It place mine on exact coords I put in code. Like this: mine1 setPosASL [(getPosASL player select 0) +5, (getPosASL player select 1) +1, (getPosASL player select 2) -40]; so mine is always 5 meters of player by X axis, 1 meter by Y and 40 meters beneth. Also if I put player (lets say anchor for mine position) randomly using knowing way for 2d random placement, it will spawn mine on the same depth as I put in code no matter where the player/anchor is, becouse the player is always on surface. If this code can be randomized somehow? To make array from 1000,1000,0 to 2000,2000,-100 for example. And then game choose point in that array to place mine counting Z axis also. This way I will have 1000m3 space for random placement. This is for community everyday basis training and I have to set it manualy every time, and upload new mission every time when I change depth of mines they need to search for. Thats way I need randomization.
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The Legends are back! MHMI - Must have mods industries I love you guys!!
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- systems
- enemy spawner
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MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
Nemanjic replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
That feeling when your favourite mod is updated! Thank Shay_G! -
POLPOX MODs and Projects - News and General Discussion
Nemanjic replied to POLPOX's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Just to say BIG thanks! For all your little mods which makes BIG differences! This time is simple map tools! Thanks so much! -
Thank you! Simple wonderful
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- systems
- enemy spawner
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Great! Thank you guys, you are genious!
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F.R.O.G.S -- Combat Diver Project
Nemanjic replied to Von Quest's topic in ARMA 3 - ADDONS & MODS: COMPLETE
What a great feeling when must have mod announces updates! Can't wait- 109 replies
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- navy seals
- lockout chamber
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MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
Nemanjic replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
It is must have mod for me too, all this years, but unfortunately I did not manage to fix that problem and I use to play without loading the game while using mcc survive module. -
Yes it should be like that (before it works) but now, projectile homing to nearest vessel on its way to targeted grid and forgots to arrive at 6digit grid centre. Will upload video as soon as possible
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MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
Nemanjic replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I have this same problem before and I think you should do something with MCC script inside .pbo not sure how I was fixed it so you can still play MCC survive after loading the game with that module. -
Before your last post, yesterday I was testing more and found what was making trouble. It was empty submarines (sdv) on the bottom, and harpoon trajectory homing to them hitting the sea surface at the same point every time (verticaly of submarines at seafloor). But when I delete them and try to hit speedboats on the same way (6digits grid), missile don't travel to center of targeted grid, but it aquire nearest target on that way and start homing to it. Finally, I delete those mid-positioned targets and try if system works along the full clear ocean surface- and yes it finally works. I will try to post you a video of that exact situation, in the meantime please check this new issue because it will be really handful if missle go to 6digit area FIRST and than start searching for targets (like it is writen in manual). Other weapon systems works like charms (torpedos, cruising msls, artillery..) even technical capabilities are exact same like manual.pdf says. Depth is another problem but first things first. And thank you for your time sir
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After some testing, unfortunately there is bug in GPS leaded anti-ship missiles. Missile guidance with 6 digits system doesn't work at all. It is simple to test so it is most obious error at the first look. Missile not just misses the targeted grid, but it aquire as targets objects on the surface like boathouses etc on the totaly different side of targeted grid. I know this works before because this mission where I was testing is my old "confirmed" mission, what happened in the meantime I dont't know just want to bring attention to devolopers to see if it is possible to make fix for that. Things I do CHECKED: 1-Target grid is INSIDE angle +- 45 of submarine direction and also ships in adjected grid are also in that regime 45degres of submarine so missile have no need for sharp paths. (but missile never arrive in target grid) 2-Make sure about 6-digits of course 3-There is note about lifetime of missile and starting self destruction mode - all limits are respected but still doesn't work. Please, any advice guys?
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Of course sir
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I am absolutely sure that everyone is fine with your statement about long posts hiding in quotes. Mr Floros is too, but turning thread into war zone about one (infrequently!) detail is not neccesery. Especialy when that detail is from someone who is making smile on thousand faces during month with sweet little codes. I hope you agree Donnie friend : )
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I am sorry if I misunderstood even if I am not sure about. At least, putting shadow on Floros contribute to community is adequate reason to say few words against it. No offence.
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Not agree with statement the wrong codes are so hearth breaking like mr. @Donnie_Plays says. Even more not a reason to left coding. Two reasons for that: someone spent time to make that codes and all he had in mind is common benefit for ALL. BI Forums also serves as testing poligon for custom made things so there is nothing wrong if some code accidentally pop up in some thread. In mr. @GEORGE FLOROS GR 's case, I personaly know (like many others here I am sure) that him efforts are nothing else but good will and sharing benefits for all. Even wrong codes force people to learn and someone wrong code is trigger for someone to fix it by himself.
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Veteran mod (VTN) - announcement and WIP
Nemanjic replied to dead kennedy's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thank you guys for effort. Is medical system compatible with ACE now? -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
Nemanjic replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
The feel when favorite mod gets updated. Guys, most honest and biggest THANK YOU for all this years! -
Veteran mod (VTN) - announcement and WIP
Nemanjic replied to dead kennedy's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I did't see this before, but thanks for answer anyway. -
2035: Russian Armed Forces (5.3.0)
Nemanjic replied to Deathstruck's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Wonderful work on also wonderful project. Thank you x1000 ! -
Veteran mod (VTN) - announcement and WIP
Nemanjic replied to dead kennedy's topic in ARMA 3 - ADDONS & MODS: COMPLETE
First to say honestly THANK YOU guys for great effort and result is fantastic of course. I found few game misunderstandings with mods between them: 1.Medic system is responding weird when I shoot a unit he dies instantly instead to fall in unconsciousness first like it is set up in ACE settings. It is shame because effects of VTN wounds is fantastic but sometimes it is run sometimes not. 2.I can't throw bombs anymore since I load a VTN mode. The bombs are also invisible in backpacks when I put them there with arsenal or any other way. Please any advice how to fix this things? Changelog says that there is 3rd party compatibility also and revive system compatibility and inventory system too, but how I have those issues then? Thanks in advance -
ACE3 - A collaborative merger between AGM, CSE, and ACE
Nemanjic replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I read changeLog, this is quite a great job!! You guys rocks!