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tortuosit

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About tortuosit

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    Warrant Officer

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    hint str position player;
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    I am interested in the return of decent forum software.

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  1. Dynamic Weather 3 by Tortuosit

    SP man here. I don't know what JIP servers are. The commands which the scripts use are: - setovercast - setfog (array) - setrain - setwind (array) and initially, for instant cloud coverage, the overcast.sqf executes "forceweatherchange" once. According to BI wiki, setfog, setrain, setwind are propagated to clients if executed on the server, since ArmA 3. But as for the overcast, it says "Multiplayer: Each client and the server can have differing overcast values." - My guess is, if a "0 setovercast 0.5" is executed on server and in case it is sent to clients (I don't know), clients overcast values (as can be seen by "hint str overcast;") will be the same amongst clients, but clouds may look different at the same world position. I guess.
  2. What is your AI settings?

    I'd put a "sleep 0.05;" into the foreach loop just to be on the safe side (possibly lag when many units?) because you apply skill on all units every time. Also good practise when spawning units. Don't know if it presents lags at all. OTOH, ArmA people are used to detect unit spawns with help of lag :D The below script sets random skills (per side) and remembers units in arrays, i.e. can apply only once, may not be 100% perfect code (e.g., could use "params") and change of skill on spawn EH would be better, but hey. It may also be an idea to create seeded randomness per unit seed. Should be easy to get a number from the object name and with seeded randomness you can get the same pseudo randomness per unit. EDIT: The rotten forum software a) ate preceding blank spaces and b) added empty lines. I put the code here: https://pastebin.com/itgrjwmM
  3. What is your AI settings?

    I don't care much about AI any more. I tend to make them dumb. I created stupid script which simply sets their skills randomly inside a defined range.
  4. Dynamic Weather 3 by Tortuosit

    Version 3.0.4 https://www.dropbox.com/s/ipemjd5evd9gazy/%40tort_DynamicWeather3_3.0.4.zip?dl=0 See thread starting posting. See autostart.sqf in mod. Beside mod autostart lines you find some presets there, feel free to paste them into debug console for quick application. No Zeus or Eden integration yet, needs time and comparison with how other modders did it... I made the controllability of the scripts easier and was able to take away some complexity and code, scripts are really short and readable meanwhile.
  5. OK, seems like I have to digest https://community.bistudio.com/wiki/Modules
  6. Hi guys, I have a mod which basically is started/restarted and (re)configured by: handle = [arg1, arg2, .. argn] execVM "\@tortmod\tort_dothings.sqf"; A basic princible for me is, the code is also usable without being loaded as a mod and even if you paste it into a debug console. Now I'd like to, if not too difficult, have configurable Eden modules and Zeus modules. So what is being user configurable is the arguments and on use, they should simply do the execvm call. Can you bring me on the right track, URLs? I reckon I have to do some config magic, which is not my expertise :-D TIA
  7. Dynamic Weather 3 by Tortuosit

    Maybe, I was wondering the same for Eden modules. but! i should have >0 experience with this, but I haven't.
  8. Guys, I was blind. Happily confused groups with units. As it seems, dyn. sim. has to be applied to groups. EDIT: it works.
  9. Well now I have set ""Group" setDynamicSimulationDistance 100;" And still, the group is in the north of Stratis, I am (player) in the south end, and I can see, all 3 members of the group move. Even after minutes.
  10. Hi guys, I am editing another guys code. It is about spawning units in houses and I want to test dynamic simulation. But it did not start, units happily moved even when I was miles away. enableDynamicSimulationSystem true; [...] _unit = _milGroup createUnit [_unitType, _newPos, [], 0, "NONE"]; _unit setpos _newPos; _unit enableDynamicSimulation true; hint str (dynamicSimulationEnabled _unit); Relevant code. The hint returns "false" - How is it possible?
  11. User Mission Request Thread

    To answer my own question: Orienteering Mission by @delta99 https://forums.bohemia.net/forums/topic/151342-orienteering-mission-release/
  12. AI Spawn Script Pack

    Is fillhouse broken? When I want to spawn in % of buildings, it spawns units in any building in range. nul = [target, side, patrol, patrol type, spawn rate, radius, skills, group, custom init, ID, classes] execVM "LV\fillHouse.sqf"; "spawn rate": Array [a,b] works, it spawns the appropriate number of units. But numeric does not work here. If it always spawns units in any building in the radius. Example: 0 = [player,1,true,2,10,200] execVM "\scripts\3rdParty\AISSP1\LV\fillhouse.sqf"; Result:
  13. Ihantala

    Beautiful map indeed.
  14. AI Spawn Script Pack

    Hi spunfin, I cannot get ambientCombat to work. nul = [450,900,30,300,6,[1,1,1],player,40,20,false,"default",false,2500,nil,["CARELESS","MOVE"],false,true,["ALL"]] execVM "\scripts\3rdparty\aissp1\LV\ambientCombat.sqf"; This is the default (except the path). Testing on Altis. Nothing happens, but in the bottom left corner of the maps, there seem to be spawns. But when I teleport there (and swim), I find no units. MY BAD. I overlooked the spawn delay argument (here 30/300). Don't know where those ghost units are from. But most importantly, your scripts work :-)
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