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EO

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Posts posted by EO


  1. Firstly apologies for resurrecting an old thread but after searching around for a while this is the only thing that comes close to what I want to achieve.

    In my SP mission I want the player to wear the same uniform loadout (uniform, headgear, vest and backpack) from beginning to end so I need the ability to remove the option to switch or take clothing/equipment from dead bodies.

     

    Spoiler
    On 7/24/2018 at 5:23 PM, pierremgi said:

     

    
    
    0 = this spawn {
      while {alive _this} do {
        _this setVariable ["invUnifPlyr",uniformItems _this];
        sleep 2;
        };
    };
    0 = this spawn {
      _unif = uniform _this;
      while {alive _this} do {
         waitUntil {sleep 0.3; !(uniform _this isEqualTo _unif)};
         removeUniform _this;
         _inv = _this getVariable ["invUnifPlyr",uniformItems _this];
         _this forceAddUniform _unif;
         {_this addItemToUniform _x} forEach _inv;
      };
    };

     

     

    This code still seems to work but it has a few drawbacks, when the player tries to switch uniforms it generates a copy of the players original uniform on the ground, this uniform still contains the items the player was originally carrying, so my question would be...

    Is it possible to amend the code so these duplicated inventory items are removed from the groundholder uniform.

    My mission is survival based so I don't want the player to have access to these "freebies".    

     

    • Like 1

  2. And so the problems persist...

     

    A fresh install of Windows 11 allowed me to open the Publisher a few times then all the original issues in the OP returned, had some success running the Publisher a few times in safe mode only to have the same iissues.

    So yesterday, I decided to do a fresh install of Windows 10 (wasn't a fan of 11 regardless of these issues) and reinstalled Steam, Arma 3 and Arma 3 Tools.

    Upon launching Publisher for the first time it opened successfully the first time, after closing the program and trying to launch it again all the previous issues returned.

     

    I've even tried opening the Publisher on an old laptop with a fresh install of Windows 10 and again it launched successfully the very first time followed by all the previous issues that have persisted on my main system.   

     

    The ticket I raised with Steam Support, submitted with all the logs they asked for, back in April was returned with a "We've looked into it, It's not our problem, contact BI"

     

    So today I finally raised a ticket on the Feedback Tracker...

    https://feedback.bistudio.com/T174026

     

    For any passers by wishing to take a look here are my latest logs related to the Publisher...

    arma3publisher.rpt https://pastebin.com/QXff6EH9

    arma3publisher.steam.rpt https://pastebin.com/pMs67X9d

     

    Here are my hardware specs on my PC...

    Spoiler

    Computer Information:

    CPU Brand: AMD Ryzen 7 5800X 8-Core Processor

    CPU Family: 0x19

    CPU Model: 0x21

    CPU Stepping: 0x0

    CPU Type: 0x0

    Speed: 3800 MHz

    16 logical processors

    8 physical processors

    Hyper-threading: Supported

     

    Operating System Version:

    Windows 10 (64 bit)

     

    Video Card:

    Driver: NVIDIA GeForce RTX 3080

    DirectX Driver Name: nvldumd.dll

    Driver Version: 31.0.15.3640

    DirectX Driver Version: 31.0.15.3640

    Driver Date: 6 23 2023

    OpenGL Version: 4.6

    Desktop Color Depth: 32 bits per pixel

    Monitor Refresh Rate: 143 Hz

    DirectX Card: NVIDIA GeForce RTX 3080

    VendorID: 0x10de

    DeviceID: 0x2206

    Revision: 0xa1

    Number of Monitors: 1

    Number of Logical Video Cards: 1

    No SLI or Crossfire Detected

    Primary Display Resolution: 2560 x 1440

    Desktop Resolution: 2560 x 1440

    Primary Display Size: 23.50" x 13.23" (26.97" diag), 59.7cm x 33.6cm (68.5cm diag)

    Primary Bus: PCI Express 16x

    Primary VRAM: 10239 MB

    Supported MSAA Modes: 2x 4x 8x

     

    Sound card:

    Audio device: Speakers (High Definition Audio

     

    Memory:

    RAM: 32678 Mb

     

    On a personal level it's pretty depressing that an outlet that brings me some comfort and satisfaction in this world is being denied and has been for some time.

    And as if my luck couldn't get any worse, I just got three wasp stings doing some garden chores this morning. :rofl:  Ouch. 


  3. Apologies for necroing a old topic but it's the closest match to what I seek, I actually want the opposite effect.

     

    Mission ambience I'm working on utilizes the setAperture 90 command, it's perfect while the  player is outdoors but it's way too dark when entering a building, so ideally I'd like to brighten any buildings interior using setAperture 40.

    The example below is using two triggers, exterior trigger setAperture 90, interior trigger setAperture 40....

    Is a scripted version of this example possible?

    Something like while the player is outdoors setAperture is set to 90 but drops to 40 upon entering a roofed structure then back to 90 upon exit?  

    Unfortunately I can't offer any code just the idea.

    Thanks. :rthumb:  


  4. @haleks Is there any way to delay, the initialisation of the Ambient AI module on mission start?

     

    I'd like to play out the first mission objective against zombies but without AI, kinda like a gameplay tutorial without the guys with guns showing up

    When the first objective is successfully complete the Ambient AI module would kick in.    

     

    Possible? 

     

    I've tried creating a safe zone around the first objective area, set for AI to retreat/delete but this is proving to be unreliable.


  5. 3 hours ago, honger said:

    I'd rather have these herds stand where they are.

     

    This code will "tether" a hand placed zed to a specific area...

    this spawn {
    	_uStayThere = getpos _this;
    	while {alive _this} do {
    		sleep 1;
    		if (_this distance _uStayThere > 15 && isNil {_this getVariable "_zTarget"}) then {
    			_this doMove _uStayThere;
    			_this forceSpeed 2;
    		};
    	};
    };

    ....where 15 is the max radius of zone the zed will wander within.

    Spoiler

     

     

     

    I have no idea how to incorporate that code into the trigger spawned zombie code from earlier, not my strong point. 


  6. @honger

     

    Maybe forget about the horde module and instead spawn zeds via triggers?

    haleks was kind enough to share some code mission specific for my scenario but I've slightly modified it to suit more general needs....

    thisTrigger spawn { 
     if (!alive player) exitWith {}; 
     for "_i" from 1 to 70 do { 
      _zed = createAgent [selectRandom ["zombie_walker","zombie_bolter"], getpos _this, [], 30, "NONE"]; 
      _zed setPosATL [getPosATL _zed # 0, getPosATL _zed # 1, 0.2]; 
      _zed setDir random 359; 
      _zed setVariable ["_zPersistent", true]; 
      }; 
    }

    Adding this to the trigger Activation field will spawn 70 zeds within a 30m radius when player enters the trigger zone, their behaviour will be default but you can edit their settings by placing down an Ambient Zombies module. 

     

     

    • Thanks 1

  7. @Harzach Perfect for what I need and works a treat, much appreciated. :rthumb:

     

    2 hours ago, fn_Quiksilver said:

    the most you'll get is the sun position and sunrise/sunset time....

     

    Sun position, sunrise/sunset is exactly what I need for the mission.

    It takes place on an Island where the long/lats are set near the Arctic Region, Polar Nights in the winter months, Twilight in the Spring months and Midnight Sun in summer months so having those parameters to change the month effectively allows the player to choose which "season" he plays out the mission.

     

    Poor topic title and description on my part, I'm aware Arma doesn't support seasons. 

    • Like 1

  8. Like the title says, is it possible to give the player a choice of what time of the year (Winter, Spring, Summer, Autumn) the mission is played out in.

    I've searched through the Mission Parameters wiki but there doesn't seem to be any options for dates.

    From the available templates only time of day is supported....

    class Params
    {
    	class Daytime
    	{
    		title = "Time";
    		texts[] = { "Morning", "Day", "Evening", "Night" };
    		values[] = { 6, 12, 18, 0 };
    		default = 12;
    		function = "BIS_fnc_paramDaytime";
    	};
    };

    Would it be possible to create a new parameter for seasons of the year, maybe utilizing setDate/date commands?  


  9. On 3/20/2023 at 6:56 PM, EO said:

    For hand placed zombies, is there a way to control their visual and audio detection independent from the Ambient Zombies module settings?

     

    On 3/21/2023 at 2:04 PM, haleks said:

    That's impossible right now - they're using yet another global variable for that...

     

    Hey man, following on from our conversation about running audio/visual detection independently from the module settings, is it correct to assume Damage Output/Damage Multiplier use a similar global variable? 


  10. @gatordev For your personal pleasure as I'm still currently experiencing intermittent issues launching the Publisher for the Workshop, long story, don't ask....

     

    Ambient Animals for Kujari.

    Sullen Skies for Kujari. (an experimental cloudless version, the transitions seem to work pretty well, maybe you'll find it useful for your initial query.) 

    https://www.dropbox.com/scl/fo/8y0l8ck1t5hdtyug07u3l/h?dl=0&rlkey=8kf4rl0yumzbvyvisajiribpq

    • Thanks 1

  11. 49 minutes ago, gatordev said:

    First up, is there a way to toggle Sullen Skies on or off at the load of a mission?  For example, I may want clear skies in one mission, but then use the Sullen Skies effect in another.  I'm guessing the answer is no, since I don't believe it's actually creating a mission dependency.

     

    Unfortunately not as the mod is a map specific config edit of the SimulWeather class, so your either all in or all out.

    I guess the "no cloudless skies" feature can be a deal breaker for some mission makers.

     

    49 minutes ago, gatordev said:

    Secondly, regarding your animals for specific maps vs. the "All Animals" general mod...  You said the general mod creates a mission dependency, I'm assuming the map-specific mods do the same, but they're just selecting specific animals that fit that map, correct?  I ask because I only just discovered Kujari by Temmpa (not sure how I missed that amazing map), and was wondering if a map-specific mod matching theNiakala Animal mod would better fit than just the generic "All Animals" mod.  If I'm understanding the difference between the two, have you thought about making a map-specific mod for Kujari?

     

    The "All Animals" mod is built upon the vanilla Animals module so when placed it does indeed create a dependency.

    However the map specific animal mods work like Sullen Skies, they are map specific config edits of the AmbientA3 class, and like Sullen Skies don't create dependency.

     

    Map specific animals for Kujari? Good call, I'll see what I can do.:rthumb:    

     

    49 minutes ago, gatordev said:

    Regardless, thanks for continuing to crank out these immersive additions for all of these maps.

     

    Thanks mate, glad you like them.:icon_biggrin:

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