adanteh
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Everything posted by adanteh
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A solution to the A2/BI content in A3 and your thoughts
adanteh replied to .kju's topic in ARMA 3 - GENERAL
Proper wasn't the right word there. I do think it's a proper technical.. It's just a single one with an M2 is all. As Kylania said, Arma 2 had some much more variety when it came to that. The main problem with the lack of technical is that balancing is a bitch. I played sector control all day yesterday, but on most maps it was really just thermal vs thermal. I'm just not a fan of thermal vehicles in TvT scenarios. Anyway, I'm glad someone like .kju made this topic, because his posts are usually written down excellent plus he's the guy behind AiA so probably has the most insight on it right now. Anyway: I really don't care for physics at the start and most weapons don't even need attachments (Weapons like the M8 serie are fine, but I wouldn't mind them on Mk16, Mk17 en M16s and so). Not expecting crazy animations / gearboxes and physics for vehicles either. I don't even mind if the quality is lower (When it adds to performance) I guess how I like to see it we're also a bit dependant on things working for Steam though. First it needs to be possible for all non-steam copies to be registered on Steam (I only have OA myself on Steam and Arma 2 retail and even though I don't mind rebuying Arma 2, I'm sure it'll cause quite the shitstorm if you can't activate it on Steam). Then it needs to be combined operations only and no DLC supported, for optimal compatibility. If possible Steam could check if you have Arma2(+OA) and then give you a free 'DLC' that basically does what .Kju is trying to achieve with AiA (If you ask me they can also make it a relatively inexpansive DLC, with the money going towards the modders). If Arma2 is installed it just links the files. If Arma2 isn't installed it downloads the neccesary files (No UI and so). If a person doesn't have Arma 2 it'll download a lite package instead. I guess that way you'll have a lot of extra sales for Arma 3 (One of the main reasons people don't want to step over to Arma 3 is the lack of the popular Arma 2 content I think). You'll have extra sales for Arma 2 (People wanting Arma 2 missions and decent quality sounds+textures) and you'll give the guys working on it some money as well. It would suddenly increase the Arma 3 content by a huge load, adding weapons, maps, vehicles, you name it. (A modular build up would be good too. First maps, then weapons, then ground vehicles, then air vehicles). Man, I really hope this happens. -
A solution to the A2/BI content in A3 and your thoughts
adanteh replied to .kju's topic in ARMA 3 - GENERAL
I really hope this happens. I'd love myself some proper technicals and light vehicles, not to even mention all the guns. I'm not sure how something like changing the gun models is possible though to allow the attachments (As in how not having old scopes in the way will work). I guess you need to republish all the stuff which means lots of legal stuff. Maybe allow registering of all Arma copies on Steam (so people with non-steam Arms 2 aren't screwed over) and then create a free DLC that loads in Arma2 files if you have the game on steam, but replaces models where needed (to allow attachments and so) and a lite version for people that dont have it. Think lower textures, no missions and don't add the units to the editor (yes, I know you can work around that by manually adding class names) -
Making editor in ArmA3 more accessible/functional.
adanteh replied to garbol87's topic in ARMA 3 - GENERAL
Here's my thoughts on what the editor needs Easy resizing of markers / triggers I want to be able to hold ctrl or alt and then drag my mouse to resize a marker, instead of manually adjusting a marker bit by bit till I get the right size Aligning of objects Adding items like wall and so automatically on a line so they all line up decently. Also turning things while holding both shift (for direction) and control to have it change direction in 45 degree intervals Creating multiple objects with certain options Be able to create a unit/vehicle in bulk, then get a dialog saying how much distance you want between each unit and the direction they should face. Also allow setting things like formation, rank and so 3D editor Freaking hell. Designing a cool looking scene is annoying as hell when you have to manually adjust everything. Worst thing about it? It's not like you can line-up stuff to the grey building blocks in the editor view either. Buildings are usually way smaller then that block More modules (And better descriptions). Things like briefing modules and so are nice and all, but they don't work all that great. It's unclear how most modules work either (Sync this to that, group this to that. What does it even do in the first place?) Also often you still need to do scripting besides the modules, which kind of defeats their purpose (Respawn module? Great, but where do I select which loadouts you have) And ofcourse all the points mentioned in the first post! Especially changing gear would be great. It's really quite annoying I have to look up the config names for every single little item I want to add. -
Oh hell yeah. I'll annihilate my FPS and love every bit of it.
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At least I know when I press a button that way it does what I want to. Now I walk up to a vehicle, the driver moves a centimeter and suddenly I'm placing explosives. Heck, this isn't even really something that completely removes the action menu. It just removes the unneccesary actions (Switch weapon. Are you kidding me?) and replaces those by either normal key bindings or in the case of things like doors and so it turns into into an actual working action key function. Right now there are default action key functions, but those work terrible (As dyslexci showed. Heck, Dyslexci's video barely even discussed the actual action menu. 95% of it was about the default action key)
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Everyone wants it!
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Large S.T.A.L.K.E.R. inspired Island "NOVA ZONA"
adanteh replied to meshcarver's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Who knows man. Maybe the new BI tools that will be released any second now (Or that's what I hope) will actually be amazing and make the creation of custom terains a lot easier and also make it a ton easier to populate larger areas. I don't expect it, but I'm still hoping for some great tools. You might want to check this mod out. I think there are rumors about a stand alone coming out *cough cough* -
Advanced Cockpit Interaction
adanteh replied to Enricksolt's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Agreed. Some 3D visiualization from this mod, so you actually know where to do which actions with the easy use of his hotkeys. I really like how he changed around the control categories as well (And it's great that they're double now, like Nightvision mode also showing up under vehicle controls) -
Advanced Cockpit Interaction
adanteh replied to Enricksolt's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Oh man that looks perfect! What are the future plans for this? This looks like an amazing base for so much more things. Are you going to make it open and let other people do things on it as well as a small community-"BI won't fix controls, so we will"-project? Or you have a select few things you want to do and release it and then be done with it? I'd personally love an addon that adds actions in a 3D world like that to most things. -
Test for several (dynamic) vars
adanteh replied to adanteh's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Looks like I'm blind. I never noticed the amount of doors was configured in the building's config file. :D -
Hello everyone, I was wondering if it's possible to get an array and check vars in a way like this: If I have an array like this [door_1, door_2, house_1, house_2, door_3, car_1]; is it possible to create a new var out of just the door entities, but doing this dynamically? Like testing the array for door_x and then it returns all parts that start with door_? One of the things I'm trying to do with this is figure out much doors a house has from the config. So I can getArray from the animationSources of buildings and then scan that array for Door_x_Source and then count that new array. Also want to use it for a few other things.
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Keypad access for a House ?? Get a Donation if you script that for me!!
adanteh replied to malakdecaen's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm really not sure how it works with boxes, because I didn't script it with that in mind. Most of the things right now are based on attaching things to doors and so and assigning the password variable to the closest building (When using global), so to use it on boxes you would need to change it adding the lock to an ammo box and attaching it to some point on that box. Then about not being able to access it.. Well, I tried just normally locking it, but that doesn't work (Still lets you access it), so I you either need to remove the inventory option on it (Really not sure how to do it) or remove all weapons/magazines when it's locked. It shouldn't really be all that hard to do, but right now I'd rather just work making this as good as possible. Being able to use keypads for things oter than buildings comes after that -
Test for several (dynamic) vars
adanteh replied to adanteh's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'll be using mostly his lines for this case, but that actually sounds like I could use it for a lot of things and makes things a hell of a lot easier. Quick question though: I tried adding it as a function, but I'm not sure how to make general functions for my mission. I put this in my description.ext class CfgFunctions { #include "cfgfunctions.hpp" }; Then cfgfunctions has class VES { tag = "KPW"; class functions { file = "\functions"; class stringIsInString {description = "Check if string is present in string. By Zenophon";}; class more things; }; }; Then in my functions folder I have a file called fn_stringIsInString.sqf with your code in it, but when I start the mission it says \functions\fn_stringIsInString.sqf is missing.... It's right there though! I was hoping I could just use getArray to get a fairly clean list of all the sub-entries of UserActions, but no luck there. To work around that I'm just using the full config name/location (Not sure even) and format that in front of what I'm comparing my values with. Works perfectly now! KPW_countDoors = { private ["_doorArray", "_Cfg", "_array"]; _doorArray = []; _array = []; _Cfg = (configFile >> "CfgVehicles" >> (typeOf _building) >> "UserActions"); hint str _Cfg; for "_i" from 0 to (count _Cfg) - 1 do { _action = _Cfg select _i; _array set [count _array, _action]; }; { for "_i" from 1 to (count _array) do { _testString = format ["%1/OpenDoor_%2", (str _Cfg), _i]; player sideChat _testString; if ((str _x) == _testString) then { _doorArray set [ count _doorArray, _testString]; }; }; } forEach _array; kpw_doorCount = count _doorArray; kpw_doorCount }; -
Test for several (dynamic) vars
adanteh replied to adanteh's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hold on a second...! How are you counting _Cfg there? You need an array for that right, but _Cfg is in that case just refering to the actual file. I'm asking, because I can't figure out how to build an array from all UserActions (Probably not enough sleep!) That looks quite clean and simple and should work, if only I could actually get the array with all children of userActions. Doesn't matter that you're assuming they are string, I can always just do (str _x) otherwise. And that looks way more advanced. It's calling Zen_Arraysmatch at one point though? Not exactly sure what exactly it's doing extra, compared to Lifted's post. -
Keypad access for a House ?? Get a Donation if you script that for me!!
adanteh replied to malakdecaen's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Update time: http://cl.ly/091F2N3p0v0p Changed things around a bit. By editing kpw_marker.sqf and changing the 9 line and replacing "global" by "single" you can make sure every lock has it's own password. When you leave it on "global" the password is shared per building. Better update though: You can walk into any building, use the action (Add Locks), and it will add locks to all doors of that building. Eventually I want to be able to add locks from a central unit. (Something like a computer). You place that unit in the building and a dialog pops up, where you can preset all the passwords and control whether it should be a shared password or not / reset passwords and open/close doors remotely. -
Keypad access for a House ?? Get a Donation if you script that for me!!
adanteh replied to malakdecaen's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Uhm, that's quite strange. I'm sure it was in there. Well here it is again: http://cl.ly/1f0o1M1w0n42 Does anyone of you happen to know how to orientate the objects so they're always on the same side relative to the position of the door? I have to say that I'm using the dialogs a bit weird though. It's probably better to make a function that the enter button calls, instead of the script just waiting till the dialog is closed. That way you can also display the feedback in the keypad itself instead of using hints. -
Keypad access for a House ?? Get a Donation if you script that for me!!
adanteh replied to malakdecaen's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Figured I'd just post it here untill I make more progress instead of adding yet another topic about the door locking and so. If anyone has suggestions, knows a good way for doing stuff in the to-do list, or just general ideas, let me know. Feel free to edit it and add stuff, as long as you share it with the rest ;) Here's what I've been making today. It's still a work in progress, but it works pretty well now. Right now it only works for one building, but I want to make it so you can add lockMarkers dynamically and add keypads to whatever building you want. I also still need a good way to retrieve the amount of doors, because right now it's set to 8. I already noticed the HQ (Next to the Miltary offices where it's placed now) has an extra laptop on the roof for whatever reason. Here's how it works: On init, keypads get added to all doors of the building lockMarker is currently on top of (Game Logic item you can move in editor). On first use you can set a password (Minimum 4 numbers) After that you need password to unlock and open door. All keypads have their own password (Allows to have your own secure room in a larger building) To-do: (Order somewhat based on priority) Make sure you can add multiple logics and add to multiple buildings Work out decent placement for the keypad (Left of door handle in the frame is prefered) Make sure I can save keypads + passwords with inidb. Create setting to make all keypads use same password Create computer that can manually open each door Create alarm when password is wrong Create password change option when door is open (Or with computer) Allow use of keycards so you dont need to type passcode Do some skinning on the dialog Allow opening doors from inside without passcode (Don't think this is possible) Video: You can download it here (Dev Branch) -
Increasing vehicle boost speed?
adanteh replied to progamer's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm not sure if you can do the handling and breaking, but for boost speed you can check something like this out: http://www.armaholic.com/forums.php?m=posts&q=22758&n=last#bottom The handling is pretty damn terrible in Arma 3 though. Also you might want to adjust it a little bit. I did some changes myself so I can easily add it to specific vehicles and make it dependant on the speed from the config, but you still start drifting all the time. It's also not great in multiplayer. -
It should be available when you install, under the options where you usually change your skins.
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Locking all doors of building + adding object next to every door
adanteh replied to adanteh's topic in ARMA 3 - MISSION EDITING & SCRIPTING
More info time: I figured out why the other doors wouldn't work! _building = nearestObject [(_this select 0), "House_F"]; That part? Well, the nearestObject falling under House_F, looking from those leftover doors wasn't the building that I was trying to interact with.. It was a barrier right next to it. Fixed it by using this instead _building = nearestObject [lockMarker, "House_F"]; -
Keypad access for a House ?? Get a Donation if you script that for me!!
adanteh replied to malakdecaen's topic in ARMA 3 - MISSION EDITING & SCRIPTING
http://forums.bistudio.com/showthread.php?162552-Locking-all-doors-of-building-adding-object-next-to-every-door I have some questions there to get the basics of adding proper keypad access to houses first. Right now I have a laptop in the door (Just to make sure it works) that you can access and there's an action added to the laptop that checks if the player knows the password right now. I'm going to build it into something that uses a keypad though. -
Locking all doors of building + adding object next to every door
adanteh replied to adanteh's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I just did ((_this select 3) select 1), because I made an array of the arguments. Select 0 being the _keyVar which might've been there for a magical reason I didn't understand at all and Select 1 being _i. I changed it back now to how I had it before, removing _keyVar. _i is send so I know which door I'm trying to open. This is kpw_all.sqf, which is called by a game logic called lockMarker on init. lockMarker is placed near the building I'm testing on. (In actual use I guess I can create game logics near buildings that I want to be able to lock). private ["_building", "_count"]; _building = nearestObject [lockMarker, "House_F"]; _count = 8; for "_i" from 1 to _count do { _building setVariable [format["bis_disabled_Door_%1", _i], 1, true]; _keyVar = "Land_Laptop_Unfolded_F" createVehicle (getPos _building); _keyVar attachTo [_building, [0, 0, 0], format ["door_%1_trigger", _i]]; _keyVar addAction ["Enter code", "kpw_use.sqf", _i]; _keyVar setVariable ["lock_pw", "12345", true]; }; This is kpw_use.sqf, which is called by all the addactions on in this case the Laptops in the door (Took that as temporary thing so I can actually open the doors from the inside again... :D) private ["_i", "_building"]; _i = (_this select 3); hint format ["Trying to open door #%1", _i]; _building = nearestObject [(_this select 0), "House_F"]; if (((_this select 1) getVariable "lock_pw") == ((_this select 0) getVariable "lock_pw")) then { _building setVariable [format["bis_disabled_Door_%1", _i], 0, true]; sleep 0.01; _building animate [format["door_%1_rot", _i], 1]; hint format ["Door #%1 Opening", _i]; sleep 4.0; _building animate [format["door_%1_rot", _i], 0]; sleep 0.01; _building setVariable [format["bis_disabled_Door_%1", _i], 1, true]; }; The variable lock_pw is just used a temporary thing. There's a notepad next to one of the doors, with an action on it that gives you the password (And adds that variable to the player). That's really all there is right now. I would prefer being able to open the doors from the inside without the use of a password, but I doubt this is possible. Edit: Here's a link, to the mission right now: http://cl.ly/1u203a2m2K3T (You have to read the note at the door to be able to open them) Also how the hell can I place the future keypad to the left of the door? I checked out worldToModel and so, but can't use that properly either. What I need is that the offset towards Door_x_trigger is always towards the same direction, based on the orientation of the door. Outside of the door is pointing north? Place the keypad 1 meter east. Door is pointing south? Place the keypad 1 meter west. -
Locking all doors of building + adding object next to every door
adanteh replied to adanteh's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Why are you sending _keyVar as an argument for the addAction? Also, this is my kpw_use.sqf script private ["_i", "_building"]; _i = ((_this select 3) select 1); hint format ["Trying to open door #%1", _i]; _building = nearestObject [(_this select 0), "House_F"]; if (((_this select 1) getVariable "lock_pw") == ((_this select 0) getVariable "lock_pw")) then { _building setVariable [format["bis_disabled_Door_%1", _i], 0, true]; _building animate [format["door_%1_rot", _i], 1]; hint format ["Door #%1 Opening", _i]; sleep 4.0; _building animate [format["door_%1_rot", _i], 0]; _building setVariable [format["bis_disabled_Door_%1", _i], 1, true]; }; Now for some weird reason door number 1, 3, 5 and 6 don't open. When I type in testBuilding animate ["door_3_rot", 1]; they animate normally though. In the hint I get it also says door #3 just fine, so the script know's it's the correct door.. Yet for some reason it doesn't open? -
Locking all doors of building + adding object next to every door
adanteh replied to adanteh's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Looks like I fail. It's working now. I'm not even sure what I changed, but I managed to attach the radios to every single door now. Ignore everything below the line! I'd still very much like to know how to get the amount of doors a building has from the config though Thanks a lot man. I never realized I could just use strings for that. I used format a ton, but didn't realize I could actually use it to format a variable name as well. Now I just need to figure out how to get the placing of the attachTo correctly. I'd like the items to be left of the door handle, but when there's a door at the other side the item gets offsetted in the wrong direction. Suggestions how I would go about this? I can't for the life of me figure out how to use modelToWorld and so. It seems to work fine for locking all the doors, because a string is used in the actual command there, but I can't create the items from what I'm guessing is because I'm basically saying "randomstringtext" = "Item_F" createVehicle blablabla; "randomstringtext" attachTo blablabla; In Kylania's example it's also solely used as a string. I don't understand it all perfectly, but I'm guessing you can't use a string as the name for an object? That was my initial problem. It works perfectly when the dynamic name has to be used as a string, but I can't figure out how to use it when it needs to be an actual variable as opposed to a string. private ["_building", "_count"]; _building = nearestObject [lockMarker, "House_F"]; _count = 8; for "_i" from 0 to _count do { _lockVar = format ["bis_disabled_Door_%1", _i]; _keyVar = format ["keypad_%1", _i]; _doorVar = format ["door_%1_trigger", _i]; _building setVariable [_lockVar, 1, true]; _keyVar = "Land_SurvivalRadio_F" createVehicle (getPos _building); _keyVar attachTo [_building, [-1, -1, 0], _doorVar]; _keyVar addAction ["Enter code", "kpw_use.sqf", _i]; _keyVar setVariable ["lock_pw", "12345", true]; }; That's the code I have right now. I testing it on a military office, that's why _count = 8;, seeing I don't yet know how to get the number of doors from the config. -
Lock/unlock doors on a builing
adanteh replied to piedebeouf's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I made a different topic for the same question, but it's about the same topic really: http://forums.bistudio.com/showthread.php?162552-Locking-all-doors-of-building-adding-object-next-to-every-door&p=2482112#post2482112 I just much rather want something dynamic and universal then having to create a new script for every single building / door.