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Everything posted by meatball
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So, I've been spending a lot of time digging through the weather code lately working on a new weather script, and for the most part a lot of the commands are pretty straight forward and work pretty well consistently. There is one exception....setOvercast. I've done a lot of testing, and come to the conclusion that setOvercast makes it very difficult to write up any weather scripts. From what I've found, moving the overcast up/down is not a nice straight line up and down over time. Here's what I've found with some testing. 1) If you start at 0.5 overcast, if you try to go up using '0 setOvercast 1' or down using '0 setOvercast 0' the increase/decrease rate (at first) will be the same at approximately .083 per minute. 2) If you start at 0 overcast and go up towards 1 using '0 setOvercast 1', you will initially go up at a rate of approximately .0167 per minute. 3) If you start at 1 overcast and go down towards 0 using '0 setOvercast 0', you will initially go down at a rate of approximately .0167 per minute. 4) On the other hand, if you try to go up when you are already at a high level of 0.9 and then try to '0 setOvercast 1', it goes extremely slow, only going up approximately .00167 per minute. 5) And the same goes on the reverse, at 0.1 overcast, going down to 0 goes at .00167 per minute. To make matters worse, things don't match up if you use a different transition time. For example, starting at 0, I tried setting 3600 setOvercast 1; (3600 because it takes about 3600 seconds to go from 0 to 1 at .0167/minute). The numbers went up about .011/minute... I'm sure with some math magic you can write some script that would look at the original overcast value and figure out how fast it'll go up and down and set the 'setOvercast' command, but it would be soooo much easier if it was just a linear progression up or down, regardless of where you are on the overcast scale to start. If there's any Dev's that could shed some more light on the command, that'd be great. :)
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Good GUI Editor Box Showing the Value of a Variable?
meatball posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Anyone know of a good tutorial on A3's GUI Editor? I don't need to do anything fancy, I just want to create a small GUI box that stays on the players screen all the time with some static text and the value of a variable that'll change during a mission. -
Join and later Remove AI unit from group
meatball posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I've got part of this figured out but was hoping someone could help me out. I have 2 units in game. 1 Player unit (test1) and 1 AI unit (test2). In the init field of player 1 I have 'testGroup = group this;' 1st Trigger (trigAdd) near the AI unit that triggers on the player moving into the trigger field with an On Act of '[test2] joinsilent testGroup;' 2nd trigger (trigRemove) 50m away that triggers on the AI unit moving in with the condition of '({_x in thisList} count [test2]) > 0;' and on Act. of '[test2] joinsilent otherGroup;hint "Remove";' (Also tried 'otherGroup = group test2;' with no luck) When I take the player unit into trigAdd, the AI unit joins my group and starts following me. When I run into trigRemove, I see the hint fire, but the AI unit will not drop from my group. Any idea how to force an AI unit to drop from a player group? I've tried just about everything I can find in the forums but can't get it working. -
randomWeather2 Script - Dynamic Weather For A3
meatball posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
randomWeather2 Script Completely Rewritten Random and Player Selectable Weather Script for SP/MP Missions by Meatball Assistance with snow coding by NeoArmageddon Description: A simple/single script that allows you to add dynamic random weather for any SP/MP mission with the capability for players to choose initial weather settings. Features: - Completely rewrote the original randomWeather script from the ground up to make use of functions as opposed to continuously running loops. - There are Clear, Overcast, Rain and Fog weather templates that the server will use to create dynamic weather forecasts every 20 minutes and then synchronize out to clients. - Compatibility with parameter setup so players can choose initial weather settings. - Test Script/Mission available with snow, but there are some bugs/limitations with it. - Demo Missions available to show weather in action. Installation: 1) Copy randomWeather2.sqf into the root of your mission folder. 2) Add the following to your init.sqf so it will run on the server and all clients. execVM "randomWeather2.sqf"; 3) If you'd like, you can add a 'parameter' in your description.ext file to the 'class Params' section to allow players to select the initial weather. class Params { // paramsArray[0] class initialWeatherParam { title = "Starting Weather"; values[] = {0,1,2,3,4}; texts[] = {"Clear","Overcast","Rain","Fog","Random"}; default = 4; }; }; NOTE: If you have multiple parameters in your 'class Params' section and you do not put the initialWeatherParam as the first parameter in that section, you must update the rw2Param number (Line 63) in your randomWeather2.sqf file to match the correct number. Remember that 'selecting' values from the parameter section of your description.ext always starts at 0 for the first defined parameter and goes up from there. So if your initialWeatherParam parameter is first in the class Params section, rw2Param = 0; will work. If it is second in the list of class Params you'd need to change it to rw2Param = 1; and so on. For more information on Parameters, please see the description.ext biki Changelog: v0.90 - I've gone through a major change/update with randomWeather2 and removed snow from the 'default' version. There is a crash to desktop bug that can surface when it is snowing and a player respawns. I believe it's related to the known Physx crash bug and caused by a snow particle being in the players body when they die/respawn. - While the new v0.9 script does not include snow, I have included a version with snow for anyone that wishes to still use it or wants to experiment with it. - I will not be supporting or updating the snow based version going forward unless BI fixes the underlying bug. - Tweaked some settings to ensure that it is actually 'raining' when the mission starts if rain is selected. - Made a minor adjustment to the initial weather setup to ensure clouds are created properly. - Tested on stable build v1.12. v0.85 - Minor fix to code to disable snow underwater. - Added in 2 additional changes to snow code to allow the disabling of snow based on player altitude & day or night. Both are disabled by default but can be enabled on lines 236 - 240. v0.8 - Stopped snow from occurring when the player is underwater. - Found a random crash bug caused by the snow particle effects and revive scripts (think it has to do with the overall Physx Crash Bug). Updated the snow script and it should fix any Crash to Desktop problems you've been having. v0.7 - First Public Release Credits & Thanks: - NeoArmageddon for lot's of help including a lot of the snow related code. Latest Version: - Armaholic (Thanks guys!): randomWeather2 Script -
So, I've dug around and yet to find any mention of suggested specs to run a HC on. In my situation I run a simple windows based Dedicated server on a spare box (i5-3570K, 16 GB RAM) for 5-10 friends of mine that we'll jump on and play together. I've got a few other boxes floating around (AMD A6-5400K and Athlon X4 740) that I can throw together for a Headless Client, but wondering if either of them are up to snuff or whether I should just throw the HC on the server box.
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Been some time since I've checked in on things here. Anyone still playing the Altis on Fire missions? They still working with all the patches since I've last updated them?
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Altis On Fire: 3 Mission Campaign COOP 2-10 Players by Meatball Latest Version Downloads: Altis on Fire: Episode 1 on Steam Workshop Altis on Fire: Episode 2 on Steam Workshop Altis on Fire: Episode 3 on Steam Workshop Armaholic Link [Excerpt from the Front Page of the Stratis Times - 2035-07-20] Altis is on Fire! (AAP - Agia Marina - 2035-07-20) Altis is on fire, and only time will tell whether it will arise from the ashes, or be burnt beyond recognition. As two titanic forces wage battle across the island of Altis and remnants of AAF troops retreat from Altis to remaining strongholds on Stratis, we look back on the disinformation, deception and catastrophes that have led us into the disastrous state of current affairs. Investigations by this paper have turned up covert correspondence from late December of last year between high ranking Altian and CSAT officials looking for assistance in "expanding Altian nuclear enrichment programs beyond current techniques and technologies". While not specifically spelled out, one can infer the only logical goal of expanding current program used for peaceful nuclear technology would be the development of a nuclear weapon program. If this is truly their goal, it would be in blatant violation of the NNPT (Nuclear Non Proliferation Treaty) Altis was a signatory of in 2024. To add further proof to this course of events, CSAT scientific and military personnel was observed in and about various military and government installations throughout February of this year, and they became a common sight in those areas the following months. Our inquiries through official channels as to the role of those CSAT personnel were simply stonewalled until rumors began to break publicly that Altis officials were pursuing a program of weaponizing nuclear material. International condemnation and outrage rained on our government and people as the information became public knowledge. As we all know, on June 24th CSAT forces began a full scale assault and invasion of Altis and within two days, fighting was raging between CSAT and AAF troops that had previously been performing 'military exercises' together. Not having the manpower or material of the CSAT units, the AAF troops were quickly overwhelmed, destroyed and pushed from the island. While NATO quickly condemned these actions, CSAT simply ramped up the build up of troops while the diplomats argued and soon occupied most of Altis. Reports of a build up of NATO and allied troops in the region as a 'precautionary measure' was already under way when exiled Altian officials presented their case to NATO officials to obtain support in forcing the CSAT occupiers from our homeland using any means necessary. We all believed that the NATO build up was simply posturing, but a full scale invasion of Altis by NATO forces commenced on last week. Neither side appears to have gained an upper hand in the fighting as it rages across all of Altis and the CSAT and NATO forces continue to pound each other. Recent activity at installments where remaining AAF forces have gathered on the island, appear to reinforce the rumors that our homeland troops are beginning to make incursions back onto the island. We cannot know whether Altis will be restored or destroyed, we can only pray for our soldiers and civilians caught between the NATO and CSAT onslaught. "Altis on Fire" is a 3 mission campaign I've developed for the Make Arma Not War Multiplayer Game Mode Contest. The three episodes follow the events that occur in June and July of 2035 when Altis' attempt to covertly research the technology to develop nuclear weapons leaks to the world. CSAT and NATO forces quickly become entangled in a quagmire on Altis where there is nowhere to hide. In Episode 1 - "Fallout", you take on the role of CSAT forces attempting to destroy evidence of their involvement in the nuclear research program when rumors of the Altian research and development comes to light. Episode 2 - "Force Recon" follows NATO troops spearheading an invasion to kick the CSAT occupiers off the island at the request of exiled Altian officials. Finally in Episode 3 - "Rock and a Hard Place" we take on the role of the remnants of the shattered AAF troops attempting to obtain and extract the remaining weaponized nuclear material from Altis while the NATO and CSAT troops wage war around them. Want to know the real scoop of what happened? Check out the spoiler below: Features and General Notes: - AoF missions can be played with 2-10 players, and have multiple parameters available from the role selection screen to adjust game settings including numbers if AI, AI skill level, weather, time of day, and many other options. - Each mission is unique and has a style all it's own while AI is randomized every time leading to vastly different gameplay from session to session! - All three AoF missions contain a lot of AI. It is highly suggested you play the mission on a dedicated server with a Headless Client if at all possible. Headless Client support is built directly into all three missions. - For Best Gameplay, the missions should be played with all map markers turned off and at the "Veteran" or "Expert" difficulty level. - The missions really shine when the "ACRE" radio mod is used, but it is not a requirement and the missions can be played and enjoyed without it as well. - Mission specific gameplay information is listed in the "Gameplay Notes" of each mission briefing. Installation: - Download the Missions from Steam Workshop or extract the .pbo file(s) to your Steam/SteamApps/common/ArmA 3/MPMissions folder. Changelog: v 1.05 - Episode 1: Added in a "Unit Scatter Distance" parameter to allow players to set initial unit scatter distance from 1 to 10 KM, default is 2.5KM - Episodes 1-3: Minor tweaks to AI settings. - Epilogue: Added in a new 'Epilogue' mission. The mission is very Alpha and still has some bugs in it, but I would love to get some feedback on where it stands so far. Don't have it published on Steam Workshop yet, but you can download direct from here. v 1.04 - Episode 1: Redesign of the 'drop' mechanism to create better randomization of drops. - Episode 2: Bug fix for the Kavala "Destroy Bridges" task. Now changed to "Mine Bridges". Must mine the 4 bridges with 3-4 mines each to complete task. - Episode 2: Added in a few basic crates at step off points to give the players some extra starting gear. - Episode 3: Minor tweaks to the AI levels. v 1.03 - Various minor bug fixes and tweaks across all three missions. v 1.01 & 1.02 - Internal testing versions. v 1.0 - Zeus is now integrated into all three missions! The missions will still work fine without someone filling the role of Zeus, but it's now supported for those that want to use it. - The Virtual AmmoBox (VAS) has been removed the Force Recon mission due to popular request. - Minor tweaks to AI and some small bugfixes. v 0.99 - First Public Release. Why 0.99 you ask? Well, I've done tons of playtesting, and while I'm pretty sure all the missions are ready for release, I'm sure you guys will find issues! Please report any you find! Credits & Thanks: - Thanks to all those supported my own mission making efforts through the forums, Skype channels and various other avenues as well as the community contributors and great scripts that were used in Altis on Fire: - AI Spawn Script Pack by spunFin - Civilian Vehicle Spawn by Zealot - Enemy Occupation System (EoS) by BangaBob - MAD Ambient Life by MAD T - Headless Client AutoDetect Script by elec - Repetitive Cleanup Script by Aeroson - SLP Spawning Script by Nomadd - Taskmaster/moveObjects/Random Position Scripts by Shuko - Also, lot's of direct coding help and support from NeoArmageddon & spunFin - Also special thanks to a great batch of playtesters that helped motivate me along the way to make bigger and better missions, all while having a blast playing: - Dodgy Moustache - Harrier - La Gran We - Mr_H - Ninja Monkey - Partizan - Shifty - Smitty - WaZza - Zim ---------- Post added at 21:23 ---------- Previous post was at 21:22 ---------- Quick note. This mission/campaign was originally posted up over in the Make Arma Not War Contest, but now that the Contest is over I figured it'd be better to shift this thread over to the official user made campaign/missions forum.
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I've figured out the basics for mission parameters and as of right now I'm adding in parameters for Number of Enemy and Enemy skill levels by adding the following to my description.ext class Params { class numberOfEnemies { // paramsArray[0] title = "Number of Enemies"; values[] = {0.25,0.5,0.75,1}; texts[] = {"Few (Good for 1-2 Players)","Some (Good for 3-4 Players)","Many (Good for 5-6 Players)","There's too many! (Good for 7-8 Players)"}; default = 0.5; }; class enemySkill { // paramsArray[1] title = "Enemy Skill Level"; values[] = {0.15,0.3,0.5,0.8}; texts[] = {"Easy", "Normal", "Hard", "Extreme"}; default = 0.3; }; }; Then I added the following to my init.sqf numEnemies = (paramsArray select 0); enemySkill = (paramsArray select 1); I then use those global vars in misc scripts/trigger calls and they're working fine. Problem is, the 'default' value is not working. If I don't specifically go into the mission parameters and make a choice, both numEnemies and enemySkill return the value of 0. I know I can fix that with a simple 'if numEnemies = 0 then numEnemies = .5' or something like that right after I do the paramsArray select in the init, but that just seems sloppy. What am I missing to force those default values even if the players don't choose them? Secondly, how would I go about adding parameters for the players to set time/weather? Thanks!
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Hmm, not sure Cowboy. I'm just guessing, but did you download the mission through Steam? If so, I'm not sure how easy it is to modify or you can even modify that. If you want, you can grab the .pbo files off the Armaholic link and mod/edit to your hearts content. :)
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The Epilogue mission was really more of me trying out a bunch of random ideas including Zombies, AI pathing, etc. Spent so much time on the main episodes I never really got a chance to go back and revisit them. To be honest, after over a year of banging away at the three episodes in just about all my spare time, I'm pretty much burnt out on mission scripting, so I've not done much Arma related since I sent the mission pack into the contest.
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Let me know if anyone runs into any issues or error messages using the normal (not dev) client. Been a while since I've worked on the mission and since there's been a few patches in the meantime, I've not had a chance to test things with the latest patches.
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[COOP|02-10] Altis On Fire Campaign
meatball posted a topic in Arma 3 - MAKE ARMA NOT WAR CONTEST - MULTIPLAYER GAME MODE
Altis On Fire: 3 Mission Campaign COOP 2-10 Players by Meatball Please support "Altis on Fire" in the Make Arma, Not War contest! Latest Version Downloads: Make Arma, Not War Contest Entry Page Altis on Fire: Episode 1 on Steam Workshop Altis on Fire: Episode 2 on Steam Workshop Altis on Fire: Episode 3 on Steam Workshop Armaholic Link [Excerpt from the Front Page of the Stratis Times - 2035-07-20] Altis is on Fire! (AAP - Agia Marina - 2035-07-20) Altis is on fire, and only time will tell whether it will arise from the ashes, or be burnt beyond recognition. As two titanic forces wage battle across the island of Altis and remnants of AAF troops retreat from Altis to remaining strongholds on Stratis, we look back on the disinformation, deception and catastrophes that have led us into the disastrous state of current affairs. Investigations by this paper have turned up covert correspondence from late December of last year between high ranking Altian and CSAT officials looking for assistance in "expanding Altian nuclear enrichment programs beyond current techniques and technologies". While not specifically spelled out, one can infer the only logical goal of expanding current program used for peaceful nuclear technology would be the development of a nuclear weapon program. If this is truly their goal, it would be in blatant violation of the NNPT (Nuclear Non Proliferation Treaty) Altis was a signatory of in 2024. To add further proof to this course of events, CSAT scientific and military personnel was observed in and about various military and government installations throughout February of this year, and they became a common sight in those areas the following months. Our inquiries through official channels as to the role of those CSAT personnel were simply stonewalled until rumors began to break publicly that Altis officials were pursuing a program of weaponizing nuclear material. International condemnation and outrage rained on our government and people as the information became public knowledge. As we all know, on June 24th CSAT forces began a full scale assault and invasion of Altis and within two days, fighting was raging between CSAT and AAF troops that had previously been performing 'military exercises' together. Not having the manpower or material of the CSAT units, the AAF troops were quickly overwhelmed, destroyed and pushed from the island. While NATO quickly condemned these actions, CSAT simply ramped up the build up of troops while the diplomats argued and soon occupied most of Altis. Reports of a build up of NATO and allied troops in the region as a 'precautionary measure' was already under way when exiled Altian officials presented their case to NATO officials to obtain support in forcing the CSAT occupiers from our homeland using any means necessary. We all believed that the NATO build up was simply posturing, but a full scale invasion of Altis by NATO forces commenced on last week. Neither side appears to have gained an upper hand in the fighting as it rages across all of Altis and the CSAT and NATO forces continue to pound each other. Recent activity at installments where remaining AAF forces have gathered on the island, appear to reinforce the rumors that our homeland troops are beginning to make incursions back onto the island. We cannot know whether Altis will be restored or destroyed, we can only pray for our soldiers and civilians caught between the NATO and CSAT onslaught. "Altis on Fire" is a 3 mission campaign I've developed for the Make Arma Not War Multiplayer Game Mode Contest. The three episodes follow the events that occur in June and July of 2035 when Altis' attempt to covertly research the technology to develop nuclear weapons leaks to the world. CSAT and NATO forces quickly become entangled in a quagmire on Altis where there is nowhere to hide. In Episode 1 - "Fallout", you take on the role of CSAT forces attempting to destroy evidence of their involvement in the nuclear research program when rumors of the Altian research and development comes to light. Episode 2 - "Force Recon" follows NATO troops spearheading an invasion to kick the CSAT occupiers off the island at the request of exiled Altian officials. Finally in Episode 3 - "Rock and a Hard Place" we take on the role of the remnants of the shattered AAF troops attempting to obtain and extract the remaining weaponized nuclear material from Altis while the NATO and CSAT troops wage war around them. Want to know the real scoop of what happened? Check out the spoiler below: Features and General Notes: - AoF missions can be played with 2-10 players, and have multiple parameters available from the role selection screen to adjust game settings including numbers if AI, AI skill level, weather, time of day, and many other options. - Each mission is unique and has a style all it's own while AI is randomized every time leading to vastly different gameplay from session to session! - All three AoF missions contain a lot of AI. It is highly suggested you play the mission on a dedicated server with a Headless Client if at all possible. Headless Client support is built directly into all three missions. - For Best Gameplay, the missions should be played with all map markers turned off and at the "Veteran" or "Expert" difficulty level. - The missions really shine when the "ACRE" radio mod is used, but it is not a requirement and the missions can be played and enjoyed without it as well. - Mission specific gameplay information is listed in the "Gameplay Notes" of each mission briefing. Installation: - Download the Missions from Steam Workshop or extract the .pbo file(s) to your Steam/SteamApps/common/ArmA 3/MPMissions folder. Changelog: v 1.05 - Episode 1: Added in a "Unit Scatter Distance" parameter to allow players to set initial unit scatter distance from 1 to 10 KM, default is 2.5KM - Episodes 1-3: Minor tweaks to AI settings. - Epilogue: Added in a new 'Epilogue' mission. The mission is very Alpha and still has some bugs in it, but I would love to get some feedback on where it stands so far. Don't have it published on Steam Workshop yet, but you can download direct from here. v 1.04 - Episode 1: Redesign of the 'drop' mechanism to create better randomization of drops. - Episode 2: Bug fix for the Kavala "Destroy Bridges" task. Now changed to "Mine Bridges". Must mine the 4 bridges with 3-4 mines each to complete task. - Episode 2: Added in a few basic crates at step off points to give the players some extra starting gear. - Episode 3: Minor tweaks to the AI levels. v 1.03 - Various minor bug fixes and tweaks across all three missions. v 1.01 & 1.02 - Internal testing versions. v 1.0 - Zeus is now integrated into all three missions! The missions will still work fine without someone filling the role of Zeus, but it's now supported for those that want to use it. - The Virtual AmmoBox (VAS) has been removed the Force Recon mission due to popular request. - Minor tweaks to AI and some small bugfixes. v 0.99 - First Public Release. Why 0.99 you ask? Well, I've done tons of playtesting, and while I'm pretty sure all the missions are ready for release, I'm sure you guys will find issues! Please report any you find! Credits & Thanks: - Thanks to all those supported my own mission making efforts through the forums, Skype channels and various other avenues as well as the community contributors and great scripts that were used in Altis on Fire: - AI Spawn Script Pack by spunFin - Civilian Vehicle Spawn by Zealot - Enemy Occupation System (EoS) by BangaBob - MAD Ambient Life by MAD T - Headless Client AutoDetect Script by elec - Repetitive Cleanup Script by Aeroson - SLP Spawning Script by Nomadd - Taskmaster/moveObjects/Random Position Scripts by Shuko - Also, lot's of direct coding help and support from NeoArmageddon & spunFin - Also special thanks to a great batch of playtesters that helped motivate me along the way to make bigger and better missions, all while having a blast playing: - Dodgy Moustache - Harrier - La Gran We - Mr_H - Ninja Monkey - Partizan - Shifty - Smitty - WaZza - Zim -
[COOP|02-10] Altis On Fire Campaign
meatball replied to meatball's topic in Arma 3 - MAKE ARMA NOT WAR CONTEST - MULTIPLAYER GAME MODE
Now that the contest is over, I'm shifting the main thread / support over to the A3 User Missions Forum. Check out the continued support thread here. -
[COOP|02-10] Altis On Fire Campaign
meatball replied to meatball's topic in Arma 3 - MAKE ARMA NOT WAR CONTEST - MULTIPLAYER GAME MODE
Sure thing! Just let me know any info you find on that or any other issues you run into. Hopefully I can dig into it over the weekend. -
[COOP|02-10] Altis On Fire Campaign
meatball replied to meatball's topic in Arma 3 - MAKE ARMA NOT WAR CONTEST - MULTIPLAYER GAME MODE
Hey Cowboy, glad you're enjoying the missions! I haven't actually messed with any of them in a while, so it could be changes in the weather scripting commands in the last few patches. Might be a few days till I can sit down and do some testing to figure out what's going on, bit I'll definitely take a look. If you get any screenshots or the actual error messages and can post them up, that'd be great! -
There's a couple of threads floating around about weather, but I thought it'd be good to pull everything into one location. Sorry for the long post, but trying to pull together some things from multiple posts. Since we can't use Engima's old DynamicWeatherEffects.sqf I've been trying to pull together a script that will do the following. Allow players to choose initial ingame weather conditions that will synch will server and clients. Dynamically change the weather randomly on the server at a recurring interval and synch the updates with all the clients. Be able to synch current weather conditions for JIP players and loop them into the recurring random server updates. After banging my head on the script for a while and trying to figure how to make it work, I think the following is accurate (but could be wrong): setOvercast does not create clouds. All it does is 'darken' the amount of sun that appears to be reaching the ground. simulSetHumidity actually creates the clouds and the rain, but appears to rely on it being overcast enough (not sure of the minimum level) for rain to occur. setOvercast appears to need the 'skipTime -24' / 'skipTime 24' trick to set the Overcast level correctly at mission start, setHumidity does not. You need both setOvercast and simulSetHumidity to be high for it to actually rain. You can still use setRain, but without the overcast/humidity it doesn't appear to do anything. There does not appear to be a way to transition in overcast over a short period of time. I ran a test and had a radio trigger setOvercast to 1 from 0 and after a minute it had climbed up to 0.0167569. Which means, even with "0 setOvercast 1;", it will take an hour to reach 1. Setting from 1 to 0 and it goes even slower counting down. On the flip side, you can't slowly transition humidity (clouds) at all. When you simulSetHumidity it goes immediately to the value which is really jarring. Only thing I can think of to mitigate that is to use smaller jumps/drops in humidity, but update them more frequently. Some Examples: Overcast 0, Humidity 0 will be bright and sunny on the ground and have no clouds in the sky. Overcast 1, Humidity 0 will appear very dark on the ground and the sky will be hazy, but there won't be a cloud in the sky. Overcast 0, Humidity 1 will appear very sunny on the ground, but the sky will be loaded with clouds. Overcast 1, Humidity 1 will appear dark on the ground, the sky will be loaded with clouds, and it will start to rain after about 10 seconds. So, my first attempt seems to work for what I wanted to do, but it was pretty limited in that it was only updating the weather 3 times at one hour intervals. I wanted to create a script that would just keep spitting out random weather updates as long as the server was running, and at shorter intervals. I started mostly from scratch (so may have screwed up something along the way) and worked up the following. Seems to work in certain cases, but for some reason, I can't for the life of me get it to work when using a dedicated server. The server code block seems to work fine if I host the game locally, but as soon as I put the mission on a ded server and connect, it doesn't seem to process any of the weather updates/changes. If anyone has any thoughts on what's wrong or places where I can clean up the code, they'd be appreciated! /* randomWeather.sqf v 0.3 By Meatball Script Requirements: 1) Put this code/script in a file named "randomWeather.sqf" in root mission folder. 2) Create a call in init.sqf that will run on the server and all clients. execVM "randomWeather.sqf"; 3) Have the following code in the "class Params" section of your description.ext to create weather as a selectable parameter for the players. // paramsArray[5] class initialWeather { title = "Initial Weather"; values[] = {0,1,2,3,4,5,6}; texts[] = {"Clear","Overcast","Light Rain","Heavy Rain","Light Fog","Heavy Fog","Random"}; default = 0; }; */ // Server/Server Client/JIP Check if (!isServer && isNull player) then {isJIP=1;} else {isJIP=0;}; // Set forecast Weather from Parameter options chosen by players. if(isServer) then { // Make sure the # in the select below matches what order # in the parameters your initialWeather class is in the description.ext initialWeather = (paramsArray select 5); switch (initialWeather) do{ case 0: {forecastOvercast = 0;forecastHumidity = 0;forecastFog = 0;}; // Clear case 1: {forecastOvercast = .65;forecastHumidity = .50;forecastFog = 0;}; // Overcast case 2: {forecastOvercast = .80;forecastHumidity = .80;forecastFog = .05;}; // Light Rain case 3: {forecastOvercast = 1;forecastHumidity = 1;forecastFog = .05;}; // Heavy Rain case 4: {forecastOvercast = .75;forecastHumidity = .10;forecastFog = .30;}; // Light Fog case 5: {forecastOvercast = .85;forecastHumidity = .20;forecastFog = .50;}; // Heavy Fog case 6: {forecastOvercast = random(1);forecastHumidity = random(1);forecastFog = random(.20);}; // Random }; // Set up variable to track serverWeather changes. serverWeather = 0; publicVariable "forecastOvercast"; publicVariable "forecastHumidity"; publicVariable "forecastFog"; publicVariable "serverWeather"; }; if(isServer or isJIP == 0) then { // Set up initial starting weather on server and non-JIP clients. skipTime -24; 86400 setOvercast forecastOvercast; 86400 setFog forecastFog; simulSetHumidity forecastHumidity; skipTime 24; }; if(isServer) then { // Begin server loop to create a new weather forecast every 15 minutes. while {true} do { // Create random numbers for 15 minute forecasts and keep values within proper limits (Overcast/Humidity: 0 - 1, Fog: 0 - 0.4) _randOvercast = (round((random(0.5)-0.25)*100))/100; _randHumidity = (round((random(0.5)-0.25)*100))/100; _randFog = (round((random(0.2)-0.1)*100))/100; // Create forecast random overcast level and keep between 0 and 1 forecastOvercast = forecastOvercast + _randOvercast; if (forecastOvercast > 1) then {forecastOvercast = forecastOvercast - (2*_randOvercast)}; if (forecastOvercast < 0) then {forecastOvercast = forecastOvercast + (abs(2*_randOvercast))}; // Create forecast random humidity level and keep between 0 and 1 forecastHumidity = forecastHumidity + _randHumidity; if (forecastHumidity > 1) then {forecastHumidity = forecastHumidity - (2*_randHumidity)}; if (forecastHumidity < 0) then {forecastHumidity = forecastHumidity + (abs(2*_randHumidity))}; // Create random fog level forecasts and keep between 0 and 0.6 forecastFog = forecastFog + _randFog; if (forecastFog > 0.6) then {forecastFog = forecastFog - (2*_randFog)}; if (forecastFog < 0) then {forecastFog = forecastFog + (abs(2*_randFog))}; // Set up variable to show updated server weather serverWeather = serverWeather + 1; // Broadcast server weather forecast information to clients. publicVariable "forecastOvercast"; publicVariable "forecastHumidity"; publicVariable "forecastFog"; publicVariable "serverWeather"; // Debug Hint - Show Current and Forecast Overcast, Humidity & Fog Levels on the Server. //hint format ["Updating Server Forecast - CO: %1 | CH: %2 | CF: %3 | FO: %4 | FH: %5 | FF: %6",Overcast,Humidity,Fog,forecastOvercast,forecastHumidity,forecastFog]; // Configure Server weather forecast 900 setOvercast forecastOvercast; 900 setFog forecastFog; sleep 900; simulSetHumidity forecastHumidity; }; }; // Clients wait until server broadcasts first random weather information. waitUntil {serverWeather >= 1}; // Set up client weather counter to compare to serverWeather. _clientWeather = 0; // Run a loop on the client to look for updated weather from the server every 15 seconds. while {true} do { sleep 15; hint "Client Weather Loop - Checking"; if (clientWeather < serverWeather) then { 900 setOvercast forecastOvercast; 900 setFog forecastFog; sleep 900; simulSetHumidity forecastHumidity; clientWeather = serverWeather; // Debug Hint - Show Current and Forecast Overcast, Humidity & Fog Levels on the Client //hint format ["Updated Client Forecast - CO: %1 | CH: %2 | CF: %3 | FO: %4 | FH: %5 | FF: %6",Overcast,Humidity,Fog,forecastOvercast,forecastHumidity,forecastFog]; }; }; };
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Make Arma Not War - New Winners Announcement Date
meatball replied to Korneel's topic in Arma 3 - MAKE ARMA NOT WAR CONTEST - NEWS
Haven't heard anything or seen any updates in the blogs in a while, any chance we can get an update on what's going on with the contest and how you guys are doing getting through submissions?- 1 reply
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Dedicated Client / Headless Client feedback (dev branch)
meatball replied to Dwarden's topic in ARMA 3 - DEVELOPMENT BRANCH
Yeah, I do something similar, using /affinity on a Windows machine to split the HC and server onto separate cores. In the missions I make I generally leave the static AI on the server as well and just have the HC handle dynamic AI. I'll be honest, I haven't really messed with anything in a few months until someone contacted me that they were having a hard time getting a HC working with one of missions. That's when I found out about all the recent changes. 450 is pretty good AI wise, prior to the new updates my server (i5-3570K/16GB RAM) generally started to bog down around 250-300. I haven't tried to really push it with the new setup, but I did notice the red chains/lag with Dynamic AI spawns now that I hadn't seen before. -
Dedicated Client / Headless Client feedback (dev branch)
meatball replied to Dwarden's topic in ARMA 3 - DEVELOPMENT BRANCH
Has anyone noticed any performance impacts when you have the server/HC on the same box, both using the same arma3server.exe, even though they're being run as two separate calls? It better to have the server run using arma3server.exe and HC using arma3.exe (assuming you have a full copy of the client for the HC, which I do). -
[COOP|02-10] Altis On Fire Campaign
meatball replied to meatball's topic in Arma 3 - MAKE ARMA NOT WAR CONTEST - MULTIPLAYER GAME MODE
New Version Update! Changelog v 1.08 - Minor Tweak/Bug Fix. Since BI has changed their Headless Client Configuration/Setup I had to adjust the in mission place holder unit for the Headless Client. Should work fine now, but please let me know if you run into any issues, no matter how small! Altis on Fire Contest Page Altis on Fire - Episode 1 "Fallout" - Steam Workshop Altis on Fire - Episode 2 "Force Recon" - Steam Workshop Altis on Fire - Episode 3 "Rock and a Hard Place" - Steam Workshop Altis on Fire Mission Pack - Armaholic -
Dedicated Client / Headless Client feedback (dev branch)
meatball replied to Dwarden's topic in ARMA 3 - DEVELOPMENT BRANCH
Anyone run into an issue where Headless Clients connect correctly, but do not populate into the HC slot? Been a while since I monkeyed with it or my missions, but just found out that the HC is no longer automatically dropping into the Civvie HC slot I've got setup. Not sure if it's a mission config issue, or something I'm just out of the loop on with server/HC setup. Edit: <Figured it out on my own, was using the old Headless Client setup and not the new 'Virtual Entity' deal. Seems to be working once I edited my missions and used the new HC config.> -
[COOP|02-10] Altis On Fire Campaign
meatball replied to meatball's topic in Arma 3 - MAKE ARMA NOT WAR CONTEST - MULTIPLAYER GAME MODE
Any folks out there still playing some AoF missions regularly? Just wondering if anyone has run into any issues with the missions over the last few months with all the new patches that have rolled out recently. -
randomWeather2 Script - Dynamic Weather For A3
meatball replied to meatball's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yeah, I'm sure there's some sort of pattern to the whole thing that you can figure out how fast overcast will go up/down based on the change time, but I just never had the time to do all the testing and try to figure it out. -
randomWeather2 Script - Dynamic Weather For A3
meatball replied to meatball's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'll preface this by saying, I haven't looked into whether scripting in probably 12 months, so things might have changed, but I think you're just running into something I hit and that's just how it works at moment. I posted about it a while back in one of the weather threads. I don't think there's any real way to get around it, so what I originally did was try to not make drastic changes in overcast levels in the script so regardless of things not working right, it should still transition correctly over the set time. -
[COOP|02-10] Altis On Fire Campaign
meatball replied to meatball's topic in Arma 3 - MAKE ARMA NOT WAR CONTEST - MULTIPLAYER GAME MODE
Now that the entry deadline has come and gone, I wanted to offer my thanks to everyone that's tried out the Altis on Fire missions and special thanks for all the great feedback I've gotten! I had a blast making and playing the missions, and couldn't have done it without all the great community support! There's some excellent entries in the MP (and other) categories, and I wish all the other entrants good luck! I know I'm looking forward to a lot of new Arma experiences with all this great new content! Thanks again everyone!