Jump to content

ylguf

Member
  • Content Count

    52
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by ylguf

  1. im happy enough with how this is working that the release is here you can get 25000 images a day at 640x640px how to: 1. copy the text and paste it into a text document there is a small readme inside i hope it explains enough 2. change the variables (such as zoom) and save it as a .html 3. run html and save images(i like to name mine 1-49 instead of x,y) 4. stitch images 5.repeat 2-5 im working on different layers that will be minimal work for masks/heightmaps ive heard people say that there is like a limit of 4 texture per grid or whatever but i was looking at the takistan textures to see how BI did their maps and i have a question about their texture masks. if you look at you P:\ca\takistan\data\layers\M_020_002_lca.paa at first glance it seems like they fit like 10 different colors but looking closer that wasnt the case. they only have 4 colors red, green, blue, black. but they use a alpha layer, with 3 different values clear=255 half grey=128 full greyed out=0 (note even tho it is greyed out and doesnt show color, it still holds a color value under the alpha layer you cant see) so they are using RGBA instead of RGB format. so im assuming the alpha is a 4th value to hold more textures if my assumption is right does anyone know of a way of using alpha for textures? if there is a way to use alpha ill make styles with alpha included. original post outdated info.
  2. this problem I think goes deeper then we realize. when new objects are created they are given a number as a name like 164332 or something like that. so with this little event handler Fnc_hint = { _unit = (_this select 0) select 6; hint format ["%1", _unit]; }; _EHFired = player addEventHandler ["Fired", {[_this] spawn Fnc_hint;}]; you can view the bullet created and the id it has. now as you can see the id doesn't go up by 1 every time you shoot. as a matter of fact it seems to go up as time goes on, which leads me to believe that there are objects being created in places that we don't know about. will test further by leaving a game running and seeing how many objects get created. please test this yourself.
  3. I was looking through the game dta>bin>config and I found this. class CfgDestructPos { class DelayedDestruction { timeBeforeHiding = "0.2"; hideDuration = "0.65+lifeTime*0.05"; }; }; class CfgDamageAround { class DamageAroundHouse { radiusRatio = "1.0"; indirectHit = "11"; }; }; these are there own class not a subclass of anything. I believe these are the parameters for building destruction. this is around line 2800. i think this is what the issue is.
  4. ylguf

    Question about island .rvmats

    I would like to expand on this. as he said the rvmats are Black _ Red _ Green _ Blue _ Alpha-128 0,0,0,255 _ 255,0,0,255 _ 0,255,0,255 _ 0,0,255,255 _ #,#,#,128 and if it uses only 4 textures it would look like L01_L02_L03_L04 with an unused texture looking like L01_L02_L03_N where L01 would refer to the texture in the map data folder but something that isn't mentioned is the second Rvmat that is provided. it would also follow the format of the first Rvmat using the same amount of textures. and follows a similar color format but the numbers are a little different and relate to a different texture the colors ive found so far are black _ Brown _ empty(maybe orange) _empty _ Alpha-0 8,0,0,255 _ 170,85,0,255 _ N _ N _ #,#,#,0 A2 operation arrowhead maps had the same color layout when I looked through them. back when I was looking though some of the A2 maps I found a orange color but I couldn't find it with A3 so I don't know the value.
  5. "I have been steadily learning to mod for a couple months." "requirements: must have an abundunt amount of experience modding, and some sort of portfolio/credit, for mods you've created or been a part of." how many of these posts do we have to read
  6. i feel like the setDir command is broken. or at least doesn't function how one would think. this becomes very evident if you look at a simple example. while flying a plane use this command vehicle player setDir (direction vehicle player); the setdir command is broken imo because it sets the direction, ok that's good i told it to set the direction sets velocity to 0, why does it do this i only told it to set direction resets vectordirandup why does it do this i only told it to set direction the setdir command should be called setdirandresetvelocityandvectordirandup i feel like this command needs a update.
  7. ylguf

    AddonBuilder

    its a download through steam. go to to library >> tools
  8. why not just use a mp function, instead of having it built in. its a little extra code but allows for the discretion of the user.
  9. this post is like 8 months old and has not been update since alpha and all the names haven't been changed. here is a updated "fn_throw.sqf" just copy and paste to update the class names.
  10. lots of larger maps with lots of players use triggers to spawn ai when there is a player within a certain radius. this is why you hear some people saying to not fly over every objective when the map starts on domination style maps. because it will create a lot of ai at once and cause lag. the arma ai system suffers greatly when there is a fps drop. ai skill and fps really conflict with each other. for example you could have one or two ai at a set skill level and they would be pretty smart, then when you add 100 more ai and 60 more players and the fps drops the ai is like what do I do. but I guess that's what headless clients are for.
  11. CURRENT HELI EFFECTS: wind up/down drafts near slopes settling with power/ vortex ring autorotation here is a link to download the version with a hud for altimeter and angle of decent https://drive.google.com/folderview?id=0B9h9R7CKifzDOUZjNkYxYWVkd1k&usp=sharing ------------------------------------------------------------------------------------------------------------------------- if you decend faster then 7m/s and have a angle of decent thatS greater then 30 you will start settling with power. this translates to keeping your airspeed above 60 or decending slowly.(look up height velocity diagrams) also you can autorotate out of settling with power. ------------------------------------------------------------------------------------------------------------------------- videos ------------------------------------------------------------------------------------------------------------------------- place the following code in .sqf's in the mission file init.sqf execVM "helieffects.sqf"; helieffects.sqf ------------------------------------------------------------------------------------------------------------------------- updated: added wind to autorotation lift updated: redid some mathamagics, added autorotation and hud(hud included in demo mission), rewrote code to be cleaner, demo mission link updated: added camera shake to simulate turbulence updated: added settling with power/vortex ring effects. still might need some number tweeks but it seems to work ok. updated:cleaner code thanks to zooloo75
  12. ylguf

    =BTC= co 50 War Storm

    in the version I downloaded the AA and the AT load out spawn with a ACP-C2.45 pistol and have 2x 9mm 16rnd mags which is for the pdw2000,p07, Rook-40
  13. ylguf

    =BTC= co 50 War Storm

    I like the mission a lot. runs great and its nice to see HC utilized. a couple things that need to be fixed: the AA and the AT loadouts spawn with incompatible pistols and ammo. I completely hated the camera on the helicopters. everytime I got in a heli it would always do something unexpected. ex. constantly shake, point up, attach to helicopter rotor(don't ask me why this was happening) but I rewrote the function to this and it runs a lot smoother. BTC_l_camera = { if (BTC_l_pip_cond) then { BTC_l_pip_cond = false; [] call BIS_fnc_liveFeedTerminate; } else { hint "Activating camera..."; BTC_l_pip_cond = true; BTC_l_feed_target = "Land_HelipadEmpty_F" createVehicle (position player); BTC_l_feed_target attachTo [vehicle player, [ 0, 1, -3]]; [vehicle player, BTC_l_feed_target, player] call BIS_fnc_liveFeed; WaitUntil {sleep 1; (!(vehicle player isKindOf "Helicopter") || !Alive player)}; if (BTC_l_pip_cond) then {BTC_l_pip_cond = false;[] call BIS_fnc_liveFeedTerminate; deleteVehicle BTC_l_feed_target;}; }; };
  14. Hello. I have recently been working on the startis life mission which is being released publicly http://forums.bistudio.com/showthread.php?151285-Multiplayer-ArmA-3-Stratis-Life-W-I-P-Release-this-weekend This is the script I created to handle stunning with a weapon it will be implemented in the mission soon. I am making this post because I thought people might want to add a stun function to weapons in other missions. right now it is set so only west can stun civilians with the P07. almost any setting can be produced with a little editing. I tried to keep it simple. /*-to control who can stun add the event handler from west. -to control who can be stunned add the the lines from civ to the respective side -go to firedEH.sqf to control which weapons can stun for which team. weapons still do damage atm just create sqf files with the following names and place the info in it. it should work MP for non-ai units. doesn't work SP animation can be a little buggy but all the base is here */
  15. your P: drive wont update automatically. if you want to keep up to date you would have to update it every update
  16. thanks for replying, could someone confirm this or elaborate on this. to my knowledge true executes on every client and false will execute on the server. nowhere in the documentation does it mention nil. and i cant come up with any logic that makes sense of (true == nil). or any of the following (bool/object/group/side/playerid == nil) that being said i haven't used nil in this command always bool/object and the animation not playing might have something to do with #5 if my assumption is correct
  17. I might be wrong on a couple of these but 1. your missing a key pressed event handler 2. your using a case without a switch 3. you have (vehicle player == player) running multiple times (only need it once) 4. you are checking players speed. I don't see why this is relevant to why they can jump or not, I could see It affecting the total height jumped but why is it only possible to jump when you are running faster then 17km/h 5. you are calling fn_animation and im assuming its not defined anywhere 6. there is a nil in the BIS_fnc_MP. im pretty sure nil will return errors or make it not execute at all. it needs to be bool/object/group/side/playerid 7. what is _handled. why is it there and what is its purpose 8. mixed inline and newline formatting(it makes it look like copy and pasted stuff from other people)
  18. I see this test as being pretty meaningless unless certain conditions are met. right now you are trying to get a server full and see if it runs good or not regardless of uptime or population. first there needs to be a function that sends info from the server to client and back to server (preferably a know amount data). and this function should tracked with BIS_fnc_codePerformance, otherwise the only info you are acutally collecting is a best guess of if its running good or bad. then this function should be ran on lan with 1 client to get a accurate minimum time the code takes to run. so you track the function runtime/ server uptime/ and population and you actually have a numbers to graph population vs performance, and time vs performance. because without this how your server is running is subjective, it could be running good (in comparison to something that runs like crap). the important thing is the actual amount of data being processed and sent because even if the server is running bad with 128 people you could calculate the optimum population
  19. or he knows how to close a door, unlike someone. you have to admit you walked into that. that's just what came to mind when I read this and thought I would post it for lols. besides that VanZant has it covered.
  20. ylguf

    Particle Editor

    ["\A3\data_f\ParticleEffects\Universal\HitEffect.p3d",4,0,16,0], ["\A3\data_f\ParticleEffects\Universal\UnderWaterSmoke.p3d",4,0,16,0], here are some updated values, I think the rest are good unless you wanted to do some custom fire effect that sits still and flickers through an animation. I made the bomb as more of a visual effect then an actual bomb. im not going to release it as a bomb. ill put it in a mission that will run it serverside for people to enjoy eventually.
  21. ylguf

    Particle Editor

    it currently destroys buildings within a certain radius, resulting in damage to players that are near and death to players in buildings. one issue I had tho is that the building destruction creates its own particle effects after a delay and would overwrite the bombs due do the bomb using near cap. so I had to make the building destruction happen a second or two before the bomb goes off which results in it not looking as real as it could. the particle list has lots of debris/rubble/shards that im going to go back and put in. is there some way to disable particle effects created during building destruction without a mod? i know i could just make a script to remove a building and replace it with its destruction model without actually damaging the building. but that would result in a large amount of extra vehicles created for the small effect of not having a particle effect created.
  22. ylguf

    Particle Editor

    thanks for the tool. i found that the list of particle effects what lacking so i wrote a fuller one. just replace the one in the init.sqf. maybe update the original version with this list so that others in the future who might not read all the pages will have it. UPDATED LIST OF PARTICLE EFFECTS some values need to still be changed!!!!! all of the values are generic 1,0,1,0. except cl_fire. i set it to 16,0,16,0. https://community.bistudio.com/wiki/ParticleArray also, does anyone know how to get circle effects to spawn above the ground i have no problem getting regular particle effects to spawn at a specified height, but with circles it seems to disregard z and just use the xy values. i think it would be cool if there were a parameter that would specify whether the height was ASL or ATL. some images of a big bomb i made, im planning on making a counterstrike style DE game mode once the new map is released you should see this badboy pics don't do it justice. its like whats that flash??? uncontrollable shaking, "POW"(hopefully you have your volume down), o noes radioactive dust. make sure to check the first spoiler
  23. its not working because you only have listbox defined in your base configs. not listnbox. and then you are using the listnbox command with a listbox which wont work. I don't think they removed listnbox's there is still #define CT_LISTNBOX 102 but I haven't messed around with them on a3
  24. great mission thanks. i have a autorotation/vortex ring/ wind script here you might be interested in. it will allow you to actually auto instead of engine off land as fast as possible.
×