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phronk

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About phronk

  • Rank
    Master Gunnery Sergeant

core_pfieldgroups_3

  • Interests
    Gaming, drawing, designing, and more gaming. :D
  • Occupation
    ArmA 3

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    https://www.youtube.com/c/FrankieHustla
  • Biography
    I have a YouTube channel with quick instructional ArmA 3 videos for aspiring mission builders!
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    FrankieHustla
  • Youtube
    c/FrankieHustla
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    phronq
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    Phronq

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  • Location
    : USA, New York
  • Interests
    ArmA 3: mission building / scripting.
  1. I'll see what I can do.
  2. BI has since added more functionality to the enableEnvironment command which can now disable only animals/insects without removing the wind sounds: enableEnvironment [ FALSE, TRUE ];
  3. Yeah, _this select 0 should be _this instead. Thanks!
  4. In game Radio effect

    The transmitter cannot hear his own radio static. Only receivers can hear the static. The static is heard from the transmitter in the video for demonstration purposes.
  5. Thank you. The bug is now fixed in the next version, 0.6. I'll try to update the script this week before I ship my PC out.
  6. Script not working (2 Errors)

    I personally don't think this is the most efficient way to code this, but I'm not sure what other code you're working with so I won't question it or assert that I may know a better way. The code below may help guide you on how to get the code to work. Tip: _________________________________________________________ //Code "improvement" example: waitUntil { _Completed1; }; //Might result in "Error: Type bool, expected code" if (_Completed1) then { generator2 removeAction 0; hint _progress; sleep 10; hint _link; Captain_Wright sideChat _wright; _Completed2; }; if ( ( _Complated1 ) || ( _Completed2 ) ) then { Incoming_Transmission sideChat Transmission; Crossroads sideChat "TEST"; };
  7. I haven't used BIS_fnc_replaceWithSimpleObject on many objects in a multiplayer scenario, but I've had no noticeable issues with mission-placed objects using that command, even in dedicated server environments.
  8. Download Link (Google Drive) Download Link (Steam Workshop) Download Link (Armaholic) Version: 0.5 Size: 160 KB ADDITIONS: • Added: Furniture layout for 6 unique Tanoa houses • Added: New furniture layout for Land_i_House_Small_02_V1_F • Added: New furniture layout for Land_i_Addon_02_V1_F • Added: New setting to blacklist specific locations, in the CFG.sqf • Added: New setting to blacklist specific building classnames, in the CFG.sqf • Added: New unhide function which unhides furniture within 150m of player • Added: Code now repositions/resizes some map specific locations (WIP) ADJUSTMENTS: • Tweaked: Increased furniture spawn chance setting to 75%, up from 50% • Tweaked: Added more furniture to a couple houses which still felt too empty • Tweaked: Slightly moved some furniture to be less intrusive in a couple houses • Tweaked: Wooden table in Land_i_Stone_HouseBig_V1_F is now larger • Tweaked: Replaced getPosATL with getPosASL in some instances FIXES: • Fixed: Blacklist markers system • Fixed: Fireplaces wouldn't despawn upon trigger deactivation • Fixed: Some triggers/markers which spawned in water didn't behave correctly OPTIMIZATIONS: • Optimized: Furniture is hidden globally after spawning • Optimized: Furniture is revealed to client when he is within 150m of furniture • Optimized: Replaced some forEach commands with count • Optimized: Renamed _tempH variable to _H, in spawn.sqf • Optimized: Renamed _house variable to _B, in spawn.sqf • Optimized: Renamed _house variable to _H, in furniture scripts • Optimized: Code no longer pointlessly checks for location types • Optimized: Removed useless _housePos variable from garage layout script REMOVALS: • Removed: Useless array of location types • Removed: Redundant _townType check / variable KNOWN BUGS: • Bug free! __________________________________________________________________________ Merry Christmas! Thanks and enjoy!
  9. Keep in mind that enableMimics needs to be remoteExeced to work for everyone. Otherwise, it'll only work on the machine that called the command. This is also true for playing synchronized animations.
  10. [this]call BIS_fnc_replaceWithSimpleObject;
  11. The code I posted is in my server.arma3profile The forcedDifficulty in my server.cfg is set to "Custom"
  12. Difficulties regular - elite do not need to be defined anymore. Example from my server: class DifficultyPresets { class CustomDifficulty { class Options { groupIndicators=2; friendlyTags=1; enemyTags=0; detectedMines=0; commands=0; waypoints=1; weaponInfo=1; reducedDamage=0; stanceIndicator=2; staminaBar=0; weaponCrosshair=0; visionAid=0; thirdPersonView=1; cameraShake=1; scoreTable=1; deathMessages=0; vonID=1; autoReport=0; multipleSaves=0; squadRadar=1; tacticalPing=0; mapContentFriendly=1; mapContentEnemy=0; mapContentMines=0;}; aiLevelPreset=3;}; class CustomAILevel { skillAI=0.5; precisionAI=0.33;};};
  13. Thanks; the script currently only spawns furniture within residential buildings from Altis, Malden, and Stratis. I'm still adding furniture for more houses, including Tanoa (Not yet included). Abandoned houses, industrial buildings, and military structures are planned. The upcoming version of the script will allow you to blacklist houses within defined markers, blacklist houses within specific defined locations, and blacklist houses with their classnames defined in the CFG.sqf
  14. @AngryHerring Thanks, I also found a similar issue with backblasting players which caused all players to hear ear-ringing. These bugs are now fixed in the next version.
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