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phronk

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About phronk

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    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
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    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.

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  1. phronk

    OPCOM - Operation Command (Test-Branch)

    Now that's a pretty UI 🤩
  2. I liked the haggler "scenes" the most, nice creativity JB
  3. Thanks, the script functions on the server only. There is no client-side code. I initialize it the way I do in an attempt to make it more user-friendly/easier to plug & play. The drawback in the current version (Although I haven't noticed a heavy enough impact to mitigate it yet) is like you said, furniture spawned in another town because players are technically known to you because the objects are global / spawned by server. This helps keep furniture layouts consistent for buildings that have multiple possible layouts. I haven't had enough players to test on a large-scale "open world" style mission to see the true impact of tons of simple objects being spawned at once all over the map, but if it is a noticeable impact, I could rethink making it client-side like Tinter's. (Although I really don't want to rewrite this project again)
  4. I'm a simple man. I see opteryx building screenshots & terrain teasers, I hit like.
  5. { _x forceWalk true; } forEach units player - [player];
  6. Very yummy info. Thanks @pierremgi
  7. Kinda reminds me of the buildings from this TC's vids:
  8. Download Link (Google Drive) Download Link (Steam Workshop) Version: 0.98 Size: 130 KB ADDITIONS: • Added: Compatibility with the new SOG:PF CDLC radio backpacks • Added: Compatibility with the new SOG:PF CDLC radios + Can only use your own side's radios (Enemy radios give no benefit) • Added: Radio range extends to 9600m when in a military vehicle + Only while in the Driver seat, any turret, or first cargo seat ADJUSTMENTS: • Tweaked: Reduced VON volume check to 10%, down from 50% • Tweaked: SystemChat messages on init are now more obvious FIXES: • Fixed: SOG:PF aircrew slots weren't recognized • Fixed: Detection of player's living/breaking status on KeyPress & KeyRelease • Fixed: Dead and unable-to-breathe players could transmit squelches • Fixed: Detection of radio backpack • Fixed: Dropping radio backpack isn't properly detected • Fixed: Outdated reference to unused "r_dis" global variable in "up.sqf" OPTIMIZATIONS: • Optimized: CUP & SOG:PF RTO backpacks removed from "r_RTOBP" unless detected • Optimized: RemoteExec JIP queue • Optimized: isAbleToBreathe checks on keypress/release • Optimized: Wrapped condition in the "hasRadio.sqf" with parenthesis REMOVALS: • Replaced: N/A KNOWN BUGS: • Displays other than 46 and 312 will pause AFAR eventHandlers until it exits __________________________________________________________________________ I honestly thought I released this update months ago... Although it hasn't been thoroughly tested, this update adds support for the S.O.G. Prairie Fire CDLC. A brief test in the "Mike Force" mission proved it works, if you follow these installation instructions. The next update will focus on a complete rewrite and potential redesign, using OnEachFrame instead of displayEventHandlers which will fix the listed DisplayEventHandler bug and add mouse-button support, but could impact performance. Only way to find out is to get it done! Enjoy!
  9. Totally forgot Armaholic vanished, thank you!
  10. Download Link (Google Drive) Download Link (Steam Workshop) Download Link (Armaholic) Version: 0.7 Size: 208 KB ADDITIONS: • Added: New server-side looping script 'clean.sqf' • Added: Persistent furniture layouts (WIP) • Added: New setting in 'CFG.sqf' to adjust furniture activation range • Added: New furniture layouts for Altis, Malden, and Stratis: (8) Land_Cargo_Patrol_V1_F Land_Cargo_Patrol_V2_F Land_Cargo_Patrol_V3_F Land_Cargo_Patrol_V4_F Land_GuardHouse_01_F Land_i_Shed_Ind_03_F Land_i_Shed_Ind_F Land_FuelStation_01_workshop_F • Added: New furniture layouts for Tanoa: (4) Land_FuelStation_01_shop_F Land_Shed_01_F Land_House_Native_01_F Land_House_Native_02_F • Added: New furniture layouts for Livonia: (21) Land_House_1W01_F Land_House_1W02_F Land_House_1W03_F Land_House_1W04_F Land_House_1W05_F Land_House_1W06_F Land_House_1W08_F Land_House_1W09_F Land_House_1W10_F Land_House_1W11_F Land_House_2W02_F Land_House_2W03_F Land_House_2W04_F Land_House_2B03_F Land_House_2B04_F Land_Barn_02_F Land_Shed_13_F Land_VillageStore_01_F Land_Camp_House_01_brown_F Land_i_Shed_Ind_old_F ADJUSTMENTS: • Changed: Script is completely proximity based without triggers • Changed: House furniture function is called with an isNil to force scheduler • Changed: PF Supported houses have a 100% chance to spawn furniture • Changed: Blacklisting a specific house or an area of houses • Rebuilt: Furniture layout for large office building (Land_Offices_01_V1_F) • Tweaked: Height limit increased to infinite, up from 99 meters • Tweaked: Players in vehicles excluded from activating PF triggers • Tweaked: 'PF_Houses' variable moved to the 'init.sqf' in the PF folder FIXES: • Fixed: Elevation detection was slightly broken • Fixed: Bug which caused furniture to spawn multiple times in houses • Fixed: Sometimes PF_Houses variable wouldn't load and broke script on init • Fixed: Functions were being initialized twice • Fixed: Floating bed in flower shop, for Land_i_Shop_01_V1_F • Fixed: Floating PC monitor in Land_Offices_01_V1_F • Fixed: Desk protruding through wall in Land_i_House_Small_02_V1 • Fixed: Some floating objects in Land_i_House_Big_02_V1_F • Fixed: '_chair13' sinking through floor in Land_i_Shop_02_V1_F - RESTAURANT • Fixed: Wooden crates were blocking a buildingPos in Land_i_Shed_Ind_F • Fixed: Undefined variable '_pcMon1' in Land_Offices_01_V1_F • Fixed: Flickering textures on some vehicles • Fixed: Hid several selections on vehicles (Lights, clan logo, etc.) OPTIMIZATIONS: • Optimized: Converted most furniture simpleObjects to superSimpleObjects • Optimized: Replaced attachTo with setPos+modelToWorld • Optimized: Code is executed server-side • Optimized: Script no longer spawns helipads for every building • Optimized: Replaced while{true}do with waitUntil • Optimized: Code is no longer executed on duplicates in list of nearby houses • Optimized: Houses collected via pushBackUnique, with arrayIntersect • Optimized: Reduced number of objects spawned in layouts • Optimized: getDir _b is executed only once, instead of for every object • Optimized: Removed all sleeps in individual furniture scripts • Optimized: Script calls furniture scripts, instead of spawning them • Optimized: Code to setDir objects merged into a single forEach • Optimized: PF variable is no longer a global/public variable • Optimized: Replaced private variables in furniture functions with local ones • Optimized: Replaced getPosATL _x with _x, in nearestObjects[] • Optimized: Replaced private with params in some cases • Optimized: Replaced select with # in some cases • Optimized: Replaced a forEach within a forEach, with a count • Optimized: Replaced preprocessFileLineNumbers with preprocessFile • Optimized: Replaced preprocessFileLineNumbers with loadFile • Optimized: Shortened some furniture variable names REMOVALS: • Removed: Location-based blacklisting • Removed: PF_Chance setting from 'CFG.sqf' • Removed: PF_Optimize setting from 'CFG.sqf' • Removed: 'PF.sqf' script • Removed: #include reference in 'init.sqf' • Removed: Crates from Land_i_Shed_Ind_F • Removed: Unused "CUP" folder • Removed: Land_i_Shop_01_V2 from list to search thru (Center pos of model is bad) KNOWN BUGS: • Vectors not properly setup on some objects __________________________________________________________________________ Finally, after more than 3 years, I've decided to release this update. It's not as complete as I'd like (In terms of having more furniture templates done) but it is overall a gigantic upgrade in performance and includes support for many Livonia buildings. Thanks and enjoy!
  11. Thought you quit on this project years ago, nice to see it's still being worked on. Looks good.
  12. If the house has multiple possible templates, it will always use the same one it randomly selected initially.
  13. Each house has their own furniture templates. Some have just one, others may have up to 3 different templates.
  14. As a slight tip, playAction is a global command that AI on the server can execute and doesn't need to be remoteExecuted. However, switchAction does need to be remoteExecuted, as well as the animation commands like you mentioned such as playMove / playMoveNow / switchMove.
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