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tortuosit

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Everything posted by tortuosit

  1. Aww, I love conversation with pro's. Thank you, that's probably the reason. Yes, such a script is running in my SP and now I added some "max 0" and "min 1" to setdamage. It's doing auto healing depending on player stance and movement. More relaxed: faster healing. Have not touched scripting since ages. Felt like a virgin now 😄 Well, I'm touching ArmA only sporadically but this is how things go. Health script was 5 years untouched. All in all the old scripts and mods still run quite well. Still playing your Ravage as well. Script in question: https://www.paste.org/125136
  2. Hi guys, long time no see. Playing a bit SP, some MCC sandbox fun... In my sessions for unknown reasons my player character suddenly aims to the sky, or totally to the ground, so normal aiming is not possible any more. Orientation only via freelook. Anyone ever heard of that? Happend twice meanwhile, I could only resolve it via restart of mission. Ever heard of this? Otherwise I need to review my historic mod mix. Thx
  3. Hi guys, in an Addon, I want to allow parsing of a config file inside the addons folder - if that does not exist, it should use the arma3\userconfig one. This way the user would be able to simply duplicate the addon with different settings... Now I tried the following in config.cpp: First read the userconfig one, then read the addon folder one and overwrite variables. class TORT_DYNAMICWEATHER_Settings { #include "\userconfig\tort_DynamicWeather\tort_DynamicWeather_config.hpp" #include "tort_DynamicWeather_config.hpp" }; But if the file does not exist, mission cannot start. How should this be done? ArmA, to my knowledge, does not have a fileExists check... Thx ---------- Post added at 12:38 ---------- Previous post was at 12:31 ---------- BTW. I must say I have no problem with not using "ArmA 3\userconfig\" - but I know that it is the way to go. But I ask you: Why? Because of distribution software like PWS? Different configs can best be handled by simply duplicating the mod, where every mod folder has it's own config file. I'm about to do that, except if someone convinces me not to do it :D
  4. tortuosit

    [Poll] ArmA Reforger / Arm4

    Instabuy. Need to gain experience in Enfusion - have zero. Don't know yet how much scripting/modding is possible in Reforger. Also, that ArmA itch. Longh time no see. I instantlich felt like I need to visit Altis or Chernarus badly.
  5. Hi guys, the old story - the joys of surviving a savegame. There are some tricks with diag_ticktime, but it takes more time to understand... cannot afford. Devbranch here. I've got the below code in an init.sqf, very much at start of a mods code. I have checked the variable handle1, it is existing and set to 5. I am expecting to see the below message "Music re-init done" in systemchat area after loading the mission from a savegame, but no message appears. EDIT: Looks like it never worked. EDIT2: https://feedback.bistudio.com/T124597 handle1 = addMissionEventHandler ["Loaded",{systemchat "Music re-init done."}];
  6. Hi guys, after long absence from ArmA, I wanted to do some casual play. Pretty complex mod setup here, so maybe, someone just having heard of an issue... a quick idea? I wanted to play on Taviana, I think script also loads CUP maps... You can see, the list is not properly populated. So, ideas? Thx.
  7. tortuosit

    Map names aren't shown in editor pick

    OK thanks. Technical problem behind it was that I forgot to load CUP_terrains_core.
  8. tortuosit

    Map names aren't shown in editor pick

    OK, it's totally Taviana related. Need to check that map.
  9. Hi, does it still work? I wanted a quick&dirty battlefield, failed with MCC, tried tpw_skirmish via script and your code line as mentioned in the script: 0 = [5,2,6,3,4,1,500,2000,1,1,1,[0,1,etc],[0,1,etc],[0,1,etc],30,["str1",etc],["str2",etc],["str3",etc],["str4,etc"],["str5",etc],["str6",etc],["cas_string",etc],["chs_string",etc],["uav_string",etc],["enemy_cas_string",etc],["enemy_chs_string",etc],["enemy_uav_string",etc],["resist_cas_string",etc],["resist_chs_string",etc],["resist_uav_string",etc],300] execvm "@tpw_mods\scripts\tpw_skirmish.sqf"; Some error in some line 1xxx, then no units spawned. Some absence of ArmA. I am asking because it is possible that lots of good old stuff is broken...? EDIT: Ugh, script files from 2019, I probably didn't update. I created symlinks to workshop folders a while ago but need to re-check.
  10. Does it still work, is it worth debugging on my side? Had some absence from ArmA; Ambient Warzone only generates question marks on the MCC map and that new? frontline generator generates nothing... thx.
  11. tortuosit

    Ravage

    Nice, thank you. Will look at Burning Rain and Lost. I remember those Escape missions, which are localhost MP, were always veeeeery heavy on CPU.
  12. tortuosit

    Ravage

    Guys, a stupid question, but I haven't got an overview any more due to long absence from ArmA - can you recommend some Ravage SP zombie mission, ideally targeted to bring old DayZ mod vibes back (I am e.g. thinking of Zombies at helicopters etc.) - on Chernarus ideally... I know I can DIY, but hey. Thx
  13. tortuosit

    Ravage

    Aren't official DLCs/Mods protected?
  14. tortuosit

    Ravage

    sup guys, long time no c Came here because currently I'm downloading the new creator/ nam dlc - I hope I can do some Ravage SP business on the new map. I'm ready to try such kind of map again. Unsung or Tanoa, never really loved those. Ugh, and FPS. Only Chernarus and Altis, after all, give me those cozy feels from a good past...
  15. Hi guys, - over the years my observation is, that my wishlist items are rarely discounted. From what I remember there were way more discounts on my wishlist years ago. - Also, when there's those crazy discount times (Helloween sales etc.), the old stuff is heavily discounted, but half way new stuff is discounted only very lightly. - EUR 39 was more or less the max. price for bigger titles, now it's 49 or 59. Do you observe the same or are my detectors broken? Thx
  16. tortuosit

    Ravage

    Haha, I uploaded my first gaming video which I just recorded with that Radeon driver functionality thingie. Was surprised how it almost didn't harm my FPS much. Totally uninteresting, I'm not a pro gamer... but Livonia is lovely. Just for fun, will not be a Youtuber.
  17. Hi guys, lets say from editor logic modules I do calls like "[[0,0,1,1],100] execvm "spawnUnits.sqf"" which would spawn me 100 units on the whole map (from 0,0 to 1,1 of worldsize). Now I'd love this: If I sync this editor logic to an area marker, I'd love to detect this and pass the marker size and position to the execvm'ed script. So: Can an editor logic module detect if it's synced to something? If so, can I get the synced markers properties? I'm always wanted to have that and I wonder if I missed something. Thx
  18. tortuosit

    Syrian Warfare

    Anyone playing Syrian Warfare? It seems to be a story driven RTS focusing on urban combat. Watching some footage, anyone already played it?
  19. tortuosit

    Ravage

    Ah OK so this is the required action. Well I tried that. Nothing happens. Looks like I need to minimize mods and see what is breaking it... EDIT: Indeed some mod is breaking it, it's working with Vanilla+Ravage only. Also, it's a rather bad light source, I won't invest further time in it but put a lamp to my inventory, thx guys.
  20. tortuosit

    Ravage

    OK guys, now you gotta be strong because I have an ultra n00b question. I never cared about chemlights because I mostly played at daytime (ingame). How do they work? I find no way to attach and ... start... them. Imo this must be a scripted mechanism and I thought it's part of the Ravage mod. My guess is, if a chemlight is in the inventory, there may be an entry in the action menu? Possibly I deleted the action menu by my scripting then...
  21. tortuosit

    Pilgrimage in Livonia

    It seems to be a bit sensitive as for my mod mix. Will try a minimal approach. What happens for me is, I start the mission, ArmA seems to load the mission but then returns to main screen, to the scenario picker.
  22. Hi guys, for my own purposes I created a music playing mod. Goal was to keep it as simple as possible. I wanted to be able to add/replace music as easy as possible, ArmA to my knowledge is not very helpful here. Tracks are played randomly, mod does not keep track of what has been played... repetitions may occur. I don't want to make too many changes, it is just fine for me. No support for multiple playlists etc. Well, to be honest, haven't got much time for support at all :) But source is open, so feel free to DIY ;) Personally I use it for Pilgrimage mission and Haleks' Ravage mission. Placed creepy music from... different sources... and have a nice mood now. But you have to turn of missions music playback, if exist. I.e. this mod should only run exactly when you need it. HowTo: 1. Copy Mod folder to your ArmA 3 Steam folder, then you have: [ArmA3]\@tort_playMusic\addons\ [ArmA3]\@tort_playMusic\music\ [ArmA3]\@tort_playMusic\script\ [ArmA3]\@tort_playMusic\config.txt 2. Place your ogg vorbis music files in [ArmA3]\@tort_playMusic\music\ - max. 107 at the moment, no leading zeroes: [ArmA3]\@tort_playMusic\music\1.ogg [...] [ArmA3]\@tort_playMusic\music\107.ogg Must be Ogg Vorbis. Eventually convert. Converters see www.rarewares.org, UI see www.foobar2000.org etc... 3. Configure [ArmA3]\@tort_playMusic\config.txt 4. Load ArmA with: -filepatching "-mod=@tort_playMusic" - In support menu (0-8) you can restart and stop the mod if you wish, it will apply new config settings, no mission restart necessary. Download: https://www.dropbox.com/s/ellzt8ubg4zigry/%40tort_playMusic_1.0.2.7z?dl=0
  23. So if we're in a state where development basically is non-existent (which I can understand), but also the mod cannot be compiled by a normal human being, it's a bad state. Shay pls.
  24. Yes of course, initialize was probably the wrong term. I wonder how this can lead to the nearestObjects error message flooding "0 elements provided, 3 expected" when there is this code: private ["_group", "_buildings ","_max","_i","_wp","_pos"]; _group = _this select 0; _pos = _this select 1; _buildings = (nearestObjects [_pos, ["house"], 30]); I cannot find the call and cannot do testing (e.g. give _pos a fixed value), because I cannot compile.
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