Jump to content

phronk

Member
  • Content count

    1035
  • Joined

  • Last visited

  • Medals

Community Reputation

453 Excellent

About phronk

  • Rank
    Master Gunnery Sergeant

core_pfieldgroups_3

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

Contact Methods

  • Website URL
    https://www.youtube.com/c/FrankieHustla
  • Biography
    I have a YouTube channel with quick instructional ArmA 3 videos for aspiring mission builders!
  • Twitter
    FrankieHustla
  • Youtube
    c/FrankieHustla
  • Steam url id
    phronq
  • Twitch.Tv
    Phronq

Profile Information

  • Gender
    Not Telling
  • Location
    : USA, New York
  • Interests
    ArmA 3: mission building / scripting.
  1. Is this regarding spawned furniture? If you're referencing furniture that is already modeled into the building, it cannot be done with a script (Unless they are listed as hidden selections or animations that can be animated/hidden out, which to my knowledge no houses have that). If you're talking about hiding general terrainObjects, the kind that are listed as "HIDDEN", then you can make use of the BIS_fnc_inString command to find the objects with the proper classname, as a hint on how to get started with it.
  2. Too scary, 1/10. By the way, did you ever incorporate the default A3 animal sounds into your scripts/mods? There are several animal sounds for a bunch of animals (Crickets, flies, dogs, goats, birds, etc.) within the game that can be referenced without needing to add custom sound files. I think I PM'd you a while back about how to do it.
  3. It is because I use remoteExec on all clients instead of only those that are within range, like a moron. I'll fix the code and update the script eventually. I'm just caught up with other things at the moment.
  4. Just an update on the script -- I've removed it from Steam Workshop; the script is completely pointless and 95% of the people trying to use it cannot follow the instructions anyway. I will add it to Steam Workshop again if Bohemia Interactive adds the script command I requested over a year ago. Until then, the script is easily exploited in missions with more than 2 players. You can still download it via Google Drive if you really want to use it.
  5. Yeah I kinda stopped with the ACE compatibility (at least for now). It should work fine with ACE; it checks if the server/players have ACE running and won't run certain scripts if ACE is running. As far as VCOM, if you add the VCOM scripts, do not run the mod version -- VCOM will run twice (or more) if the mod AND script are both used.
  6. Useful commands for optimizing performance. Will not solve all of your problems, but will grant you a head start in learning how to optimize settings for clients: https://community.bistudio.com/wiki/setViewDistance https://community.bistudio.com/wiki/setObjectViewDistance https://community.bistudio.com/wiki/setShadowDistance https://community.bistudio.com/wiki/setTerrainGrid https://community.bistudio.com/wiki/enableCaustics https://community.bistudio.com/wiki/enableEnvironment There are many other ways to optimize your mission(s) and scripts, but it can be situational. If you want to learn code optimization tips, this is a great resource: https://community.bistudio.com/wiki/Code_Optimisation
  7. Try this: {addSwitchableUnit _x}forEach _rifleman1v;
  8. Parking Planes in hangars

    You can try to do a hacky workaround: Once the plane is landed and off the runway, spawn an invisible agent on the position of the plane and attach the plane to the agent. Then order the agent to walk the desired path and into the hangar. Probably easier said than done, since AI pathing on airfields are pretty bad, but I'm sure it's doable.
  9. Try this: _allPrisoner=[]; {if(side _x==EAST)then{_allPrisoner pushBack _x;};}forEach allPlayers; _allPrisoner; https://community.bistudio.com/wiki/pushBack
  10. isServer will work for both client-hosts and dedicated hosts, so it isn't necessary as far as I know. In other words, I want the script to work if the script is used in a single-player, local hosted, or dedicated hosted mission.
  11. I had no idea my script is the most popular thing on Steam Workshop, that's pretty fucking cool. Just wait until the next update, whenever that'll be. (Massive performance and efficiency boosts, plus more furniture/variations)
  12. IMPORTANT: I've recoded the way the code works completely and have effectively optimized the scripts performance dramatically. My FPS would stutter, micro stutter, and hang at 4 FPS in Kavala with other players around. Now I've optimized it to run at 50 to 90 FPS (On my end) with no noticeable stuttering. There is one issue though... The reason why I started to make this script was for a project I'm working on and it goes far beyond just furniture. It's becoming more work for me to make the furniture scripts open to everyone, while also having a version for my other project. Don't worry, I'm not working on some gay "life" mission or mod. But the reason why I'm making this post is to notify everyone that I am strongly considering ceasing the public development of this script -- at least for a long while, so I can focus on my other project and make it more of a surprise when I officially announce it. For the record, the project I'm working on will be something I actually want to pitch to BIS as a DLC, since that's apparently a thing now. I don't expect this to fall onto you guys as good news, but it's news to keep you all informed and in the loop of what's going on. TL;DR: Optimized the script to run much faster and more efficiently, but will not be doing any more public updates for a while.
  13. It'd be great to have AI pathing in these buildings, but I don't think OPX likes getting involved with all that shit. I'm assuming it's complicated to setup. I'd love to setup pathing/navmeshes in all of the houses that he released for the cancelled Al-Kut map. With that said, to those who are newer to scripting, you can place AI and make them stationary/standing up by adding this code to the unit's init box: this setUnitPos"UP"; this disableAI"PATH"; this setUnitBehaviour"AWARE";
×