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phronk

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Everything posted by phronk

  1. phronk

    NearestTerrainObjects

    Round simply rounds the number up, whereas floor does the opposite.
  2. As long as CfgRemoteExec is not defined anywhere in the mission, it will work.
  3. DESCRIPTION: This is a script which enhances the in-game VOIP by adding radio effects when communicating with other players, while factoring distance during transmissions. No mods or third-party programs required. Setup is easy! VIDEO: (Very outdated, will recreate soon™️) SCREENSHOTS: FEATURES: Doesn't require any mods Doesn't require any third-party programs Script will initialize only if TFAR & ACRE2 aren't enabled Tiny file size (130 KB) No performance impact Admin/clients don't have to download anything to play your mission No custom files; AFAR reuses all Arma content Adds interesting depth to VOIP, which it has lacked for so long Using VOIP in-game will broadcast radio noise to friendlies with a radio within radio range Players not in range cannot hear you or your radio noise Incapacitated / dead players cannot use radio (Optional) Compatible with land, sea, and air vehicles Compatible with Arma's End Game respawn templates Compatible with Arma's End Game Spectator Compatible with Arma's Dynamic Groups Compatible with Zeus Easy to configure with the "AFAR\CFG.sqf" In-game radio interface includes options to customize settings locally More information in the "ReadMe.txt" TO DO LIST: Voice clipping due to signal interference Release a separate standalone mod version KNOWN BUGS: (Upcoming Change-Log) High ping players, server, or desync can cause code delays AFAR's displayEventHandlers are paused for client, while a display other than 46 or 312 is active CREDITS: • Phronk: Script Creator • Bohemia Interactive: Radio model, audio, animation, and BIS_fncs CONTRIBUTIONS: • Dedmen: Added important VON script commands to Arma 3 • DirtySanchez: Helped organize functions • Metalman [EXP]: Helped optimize code initialization TESTERS: • Genesis92x • Harris • LightHouse • MorpheousMike • Moser • newgen • PRYMSUSPEC • Task Force Ronin INSTALLATION: (03SEP2021) - v0.98 Download Link (Google Drive) Download Link (Steam Workshop) Download Link (Armaholic) CHANGE-LOGS:
  4. @kibaBG If you are running a DLC like GM or SOG, it may be due to the "ItemRadio" being removed from the "r_RTOBP" or "r_radios" global variables. If you equip the DLC radio, it should work in that case. Weird oversight, I should probably just add the DLC radios in addition to the vanilla ones, instead of either or. Thanks for reporting.
  5. phronk

    Can't Play Arma 3 Mods

    Some servers only allow specific addons. Other, less configured servers, may allow all but are subject to errors due to possible mod conflicts. In your case, according to the last message of the error, you tried to join a server that does not allow certain mods. If you join a server through the Server Browser, it will prompt you on which mods can/cannot be loaded.
  6. I had removed the J x2 keybind due to people complaining it conflicted with the Diary keybind's (Apparently people use it) functionality, so the two ways to access your radio interface is either by switching to another radio channel (If "r_chOn" is false) or by double-clicking your equipped radio in your inventory.
  7. phronk

    2 questions about AI Radio !

    Radios really only effect whether they transmit over the radio or just in 3D space. With radios, they'll call contacts over the group radio or whatever channel necessary. If no radio, they'll just shout it out loud in Direct chat basically. AI will always be able to find their group mates and return to formation. You may want to write a script to make them leaveGroup if their distance from the nearest group mate is too far, and something to handle them rejoining once you're close enough again.
  8. @fubukiiwanami I'll put it on my to-do-list for the next version, which may end up being a hotfix version (such as v0.99b) before the long awaited and highly requested addon version, since I suspect there are still bugs that need to be fixed but require additional multiplayer testing.
  9. _ctrl ctrlCommit 5, instead of 0, will commit the control changes over 5 seconds. 0 is instant. Try setting it as 0 first, then adjust fade and ctrlCommit 5.
  10. Download Link (Google Drive) Download Link (Steam Workshop) Version: 0.99 Size: 132 KB ADDITIONS: • Added: Global Mobilization DLC support for radio backpacks • Added: Mouse-buttons can now be used for PushToTalk keys • Added: Players can now cycle to Direct channel via keybinds/radio UI • Added: Respawning/exiting vehicles cache prior selected channel • Added: "r_ptt" global variable in "dn.sqf" and "up.sqf" • Added: _ch variable in "up.sqf" uses channel stored in r_ptt ADJUSTMENTS: • Changed: Radio interface is opened by double-clicking your equipped radio • Changed: Radio "in" functions call "r_out2" for better radio state handling • Tweaked: Increased volume of all AFAR sounds • Tweaked: Explanation on how to view the radio interface in the briefing FIXES: • Possibly Fixed: "out" related functions breaking • Possibly Fixed: RPT errors related to "dialogs.hpp" and "defines.hpp" files • Fixed: Displays other than 46 & 312 will pause AFAR eventHandlers until it exits • Fixed: Converted "r_f" global variable to an object variable, so deleteAt works • Fixed: Unnecessary quotation within string in "vOut.sqf" • Fixed: Missing semi-colons in "dialogs.hpp" • Fixed: Possible memory leaks related to non-private local variables • Fixed: Some functions may propagate local variables due to no arguments defined • Fixed: _p switch case return was out of scope in "out2.sqf" OPTIMIZATIONS: • Optimized: Much less "KeyDown" displayEventHandlers • Optimized: EventHandlers are no longer being deleted/recreated • Optimized: Channel cycling code has less code chunks per channel • Optimized: Replaced apply with forEach in "out.sqf" • Optimized: _p variable is now the return of switch case in "out2.sqf" REMOVALS: • Replaced: DisplayAddEventHandler code with BIS_fnc_addStackedEventHandler • Removed: "Diary" keybind no longer opens radio UI • Removed: "eh.sqf" script • Removed: "Z.sqf" script KNOWN BUGS: • High ping players, server, or desync can cause code delays __________________________________________________________________________ Rewrote code to use StackedEventHandlers using "OnEachFrame", instead of DisplayEventHandlers, which fixed a few bugs directly & indirectly. This also adds mouse-button support! Thanks & enjoy! PS: Happy Independence Day! 🗽
  11. phronk

    Dark room effect?

    You can try creating a lightweight loop (FSM based maybe) using the new insideBuilding command which returns when the player is in a building, instead of using triggers. There are some cases it returns false, such as in a building that is open like the slum shed buildings, but in my tests will correctly return true or false if in a building or on the roof/balcony. Also, in my experience, setAperture with colorCorrections and all that gets more complicated when you need to take into consideration different times of day, weather, moonphase, etc. since it may look bright in one setting, but extremely dark in another, and vice versa. Hopefully this gives you a better idea how to have it work automatically for you in any building.
  12. @fubukiiwanami Thanks for the feedback; Feel free to make whatever tweaks you want to make it more usable. The "d.sqf" script handles the distance checks when players use VOIP. (_this#0) = either 1 or 2. 1 is for group channel, 2 is for channels like side, command, and the custom "RTO" channel if I remember correctly. Maybe for the next version I can add parameters to adjust the radio ranges via the "CFG.sqf", thought I had already done it. Also, I believe the radio backpack is needed to increase your radio range -- stronger radio = longer range. (Refer to the scripts such as "S_in.sqf") @kibaBG Not yet, but that's a good idea, I'll add it to the next update since I own it anyway.
  13. phronk

    ArmA's Destiny

    I found ArmA's destiny. It's only a matter of time until Bohemia Interactive replicates this terrain. ;) I'm joking of course, but it'd be pretty funny if they did.
  14. I'm less active with Arma 3 nowadays, but I do still work on my missions and scripts here and there. The scope of AFAR is to enhance the vanilla radio channels, in addition to the 3 custom channels (1 for each faction), so I do not plan on coding any other features. "The plan" (if you want to call it that) is to fix as many bugs as possible, release a stable script version, and then release a stable addon version. If anyone has played with others using the version posted 2 posts prior, let me know if you encounter any bugs or not. If you do encounter issues, let me know what occurred and how (if you can).
  15. phronk

    Beautiful blastcore

    Personally I enjoy using Blastcore Murr Edition
  16. I've tried for years to get the skybox to have that effect. Now I'm really looking forward to this!
  17. I personally use lifeState isEqualTo "INCAPACITATED" (All string values it returns are in caps), could try to detect when someone enters that state via a damage eventHandler maybe. I wrote my own incapacitation script/system but manually sets the incapacitated to true on player. There's a lot of variables with the vanilla incapacitation/revive system to keep track of so just be aware of that.
  18. Thought this would be yet another generic "iraq" themed terrain, but I like the unique details you've been adding. You can see it's shaping up well over time as you work on it, keep it up. 🙂 +1 for driver going across bridge and not suiciding into a concrete divider
  19. Download Link (Google Drive) Version: 0.99b [OEF TEST VERISON] Size: 120 KB (No change-log for now, since it is still being updated, but refer to this link for a full list of changes from the prior full release) Yet another test version of AFAR; most notable change from the previous test release is a variable which stores the player's original channel they started talking in and talking state (True or false) which should at least partially fix the issue of the radio functions not working due to variable status discrepancy (Variable which stores what your talking channel and state is, talking or not talking, would get stuck in false or true due to another channel resetting it before the squelch out function is called). I say partially fix the issue because this version doesn't fully employ the fix, it's more of a test to see if it improves the results. If so, I can move forward with finishing it up. Not difficult to fix at this point, just tedious. Didn't even know people actually used AFAR, that's pretty cool to hear. I'm surprised people are actually deciphering my intentionally ugly code and cryptic variables, you guys are nuts lol. I appreciate the bug reports, they've been helpful. Test this if you'd like and report any bugs you find, screenshots or videos are also very helpful. Must be tested with at least 1 other player or more. (The more the better) Thanks & enjoy!
  20. Thanks, fixed. I'm pretty sure I've fixed the bug where the radio would stop working when the r_up_ and r_dn_ global variables get stuck in the wrong true/false sequence. This would more commonly happen if switching channels while talking or dying while talking (as some examples), because the "dn.sqf" and "up.sqf" functions specifically check if the variable returns whether the player is talking or not. The fix was to incorporate another global variable that also stores the original channel you started talking in and the state. I haven't put in the time to code this into all aspects of AFAR but I'm pretty sure it'll largely, if not completely, fix the problem. We'll see. I'll try to release a test version sometime once it's a little more cleaned up. I appreciate the bug reports, too!
  21. phronk

    Starting player cant move

    @Solarcode red Make sure each player character has simulation enabled. My guess is they all have their simulation disabled. If not, make sure the mission wasn't made in the "Intro" phase of the mission, that was a problem for multiplayer missions I've made in the past.
  22. That's the way it is designed; The defined number of IEDs will spawn on random road segments within your defined marker(s). If you want the number of IEDs to be random, set iedNum to: iedNum = round random 5;
  23. DESCRIPTION: 'Simple IED Script' will spawn IEDs on / alongside random road segments within predetermined IED area markers setup by the mission designer. The position, direction, appearance, and blast magnitude of the IEDs are all random. The script also spawns random trash along the roads. The script is tiny, optimized, and works in SP, MP, Dedi. Does not require any addons and is compatible with any map that has roads. VIDEO: FEATURES: Tiny filesize! 2KB Fast performance Compatible with SP, MP, and Dedicated Works on any map with roads Doesn't require any mods or additional scripts Easy to implement! Randomized Results: -IED type spawned -IED blast magnitude is random (damage / radius) -IED position & direction -Chance for trash to spawn with IED -Trash appearance variety IEDs are proximity based: -IED will detonate if player is within 10 meters of it and is moving too quickly IEDs can be disarmed: -Explosive Specialist with a ToolKit can slowly crawl up to an IED to safely disarm it -IEDs can be detected with a Mine Detector TO DO LIST: Add blacklist marker support Add option for script to auto-detect areas to spawn IEDs in KNOWN BUGS: Completely bug free! INSTALLATION: Move the "ied.sqf" from the downloaded file, to your mission folder. Copy & Paste below line into your mission's "init.sqf": execVM"ied.sqf"; Create rectangular area markers in your mission and name them. 3a. Make sure the A and B values of that marker is the same! Example: 500x500 In the "ied.sqf", add the names of your IED area markers to the array in line 1. For example: iedMkr=["myMkr0","myMkr1","myMkr2"]; In the "ied.sqf", you can change the number of IEDs to spawn per marker, on line 5. For example: iedNum=8; //Will spawn 8 IEDs per IED marker Optional Debug Toggle: If you want to see the IED markers in-game, set Dbug to true. For example: Dbug=true; Done! DOWNLOAD LINK (Google Drive) DOWNLOAD LINK (Armaholic) v0.1 (Jul 1, 2017) Change-Log:
  24. I'm pretty sure I remember playing a clip from Escape from New York in-game on a large Image Texture object and it had positional audio. It has been a while but it was either using code from KillzoneKid or a function inside the game meant for the Apex or Contact DLC.
  25. Download Link (Google Drive) Version: 0.99a [OEF TEST VERISON] Size: 120 KB (No change-log for now, since it is still being updated) This is the current test version of AFAR that replaces most display EventHandlers with OnEachFrame StackedEventHandlers; this fixes a number of bugs and has actually improved performance rather than impacted it, at least in my tests, probably because it's 1 StackedEventHandler instead of potentially 8 displayEventHandlers firing everytime you press a key. There's also some quality of life changes/additions to make the script more intuitive. Zeus is still supported but it's only partial, cannot change channels in the Zeus interface yet. I don't have time to find people and schedule tests, nor do I care to do it anymore. Test this if you'd like and report any bugs you find, screenshots or videos are also very helpful. Must be tested with at least 1 other player or more. (The more the better) If no bug reports, enjoy!
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