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Everything posted by revide
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Adding new bots to your team
revide replied to InProgress's topic in ARMA 3 - MISSION EDITING & SCRIPTING
https://community.bistudio.com/wiki/join This lets a AI unit join the players group. Ex.: [_unitOne, _unitTwo] join (group player); To the other thing. Triggers got conditions. Cache in a global varibale which mission the player is currently doing. Check in the trigger-activation if the global-var is the desired one. -
RELEASE: Simple Conversation Script (APEX Edition)
revide replied to R3vo's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks for the credit :D. And good job about the script! -
Changing colour in parseText dynamically
revide replied to R3vo's topic in ARMA 3 - MISSION EDITING & SCRIPTING
If that format would execute, it would look like this: hint parseText "<t align = 'center' shadow = '2' size = '0.5'><t color = #003d4c>" + "test" + ":</t> <t color = '#d0d0d0'>" + "test" + "</t></t>"; But it needs to be like this: hint parseText "<t align = 'center' shadow = '2' size = '0.5'><t color = '#003d4c'>" + "test" + ":</t> <t color = '#d0d0d0'>" + "test" + "</t></t>"; Notice the ' That's why it doesnt work. Addd the " manually, or just escape em like this: hint parseText format ["<t align = 'center' shadow = '2' size = '0.5'><t color = '%1'>" + "test" + ":</t> <t color = '#d0d0d0'>" + "test" + "</t></t>","#003d4c"]; Cheers //Edit: badluckburt was faster -
please dont tell me you want to build a house/hall with ingame walls. LOL. There are 3D programs for that
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Random Weapons / Uniforms for AI Spawning?
revide replied to textanker's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks mate, but it was a old script of me, simple techniques.. :D But thanks for that helpful attitude, I appriciate that! -
Random Weapons / Uniforms for AI Spawning?
revide replied to textanker's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Little script of my selfmade wasteland mod, just for a similar scenario: /*@params: _this, Object. Player or AI. Soldier to add random gear to. The functions got a few random templates to choose from. For whole randomness, you just need to make an array of weps and choose a random one. */ randomGearBot = { removeAllWeapons _this; removeAllItems _this; removeAllAssignedItems _this; removeUniform _this; removeVest _this; removeBackpack _this; removeHeadgear _this; removeGoggles _this; switch (floor (random 3)) do { case 0: { _this forceAddUniform "U_I_G_resistanceLeader_F"; _this addItemToUniform "16Rnd_9x21_Mag"; for "_i" from 1 to 3 do {_this addItemToUniform "30Rnd_556x45_Stanag";}; _this addVest "V_TacVest_khk"; for "_i" from 1 to 2 do {_this addItemToVest "16Rnd_9x21_Mag";}; _this addBackpack "B_AssaultPack_khk"; for "_i" from 1 to 7 do {_this addItemToBackpack "30Rnd_556x45_Stanag";}; for "_i" from 1 to 5 do {_this addItemToBackpack "30Rnd_9x21_Mag";}; _this addHeadgear "H_ShemagOpen_khk"; _this addGoggles "G_Shades_Black"; _this addWeapon "arifle_TRG21_F"; _this addPrimaryWeaponItem "acc_pointer_IR"; _this addPrimaryWeaponItem "optic_Aco"; _this addWeapon "hgun_P07_F"; _this addHandgunItem "muzzle_snds_L"; _this linkItem "ItemCompass"; _this linkItem "ItemWatch"; _this linkItem "O_UavTerminal"; _this linkItem "NVGoggles_OPFOR"; [_this,"TFAegis"] call bis_fnc_setUnitInsignia; }; case 1: { _this forceAddUniform "U_I_OfficerUniform"; for "_i" from 1 to 2 do {_this addItemToUniform "16Rnd_9x21_Mag";}; for "_i" from 1 to 2 do {_this addItemToUniform "20Rnd_762x51_Mag";}; _this addVest "V_TacVest_camo"; for "_i" from 1 to 3 do {_this addItemToVest "20Rnd_762x51_Mag";}; for "_i" from 1 to 3 do {_this addItemToVest "30Rnd_9x21_Mag";}; if((random 100) > 70) then { _this addBackpack "B_TacticalPack_rgr"; for "_i" from 1 to 3 do {_this addItemToBackpack "20Rnd_762x51_Mag";}; _this addItemToBackpack "30Rnd_9x21_Mag"; } else { if((random 100) > 70) then { switch (floor random 3) do { case 0: {_this addBackpack "B_UAV_01_backpack_F";}; case 1: {_this addBackpack "O_UAV_01_backpack_F";}; case 2: {_this addBackpack "I_UAV_01_backpack_F";}; }; }; }; _this addHeadgear "H_HelmetIA"; _this addGoggles "G_Shades_Green"; _this addWeapon "srifle_EBR_F"; _this addWeapon "hgun_P07_F"; _this linkItem "ItemCompass"; _this linkItem "I_UavTerminal"; _this linkItem "NVGoggles_OPFOR"; [_this,"111thID"] call bis_fnc_setUnitInsignia; }; case 2:{ _this forceAddUniform "U_I_CombatUniform_shortsleeve"; for "_i" from 1 to 2 do {_this addItemToUniform "FirstAidKit";}; _this addItemToUniform "MineDetector"; _this addVest "V_Chestrig_rgr"; for "_i" from 1 to 5 do {_this addItemToVest "30Rnd_65x39_caseless_mag";}; for "_i" from 1 to 2 do {_this addItemToVest "16Rnd_9x21_Mag";}; if((random 100) > 70) then { _this addBackpack "B_AssaultPack_dgtl"; _this addItemToBackpack "FirstAidKit"; for "_i" from 1 to 3 do {_this addItemToBackpack "30Rnd_65x39_caseless_mag";}; for "_i" from 1 to 2 do {_this addItemToBackpack "30Rnd_65x39_caseless_mag_Tracer";}; for "_i" from 1 to 4 do {_this addItemToBackpack "30Rnd_9x21_Mag";}; _this addItemToBackpack "MiniGrenade"; for "_i" from 1 to 2 do {_this addItemToBackpack "SmokeShellRed";}; } else { if((random 100) > 70) then { switch (floor random 3) do { case 0: {_this addBackpack "B_UAV_01_backpack_F";}; case 1: {_this addBackpack "O_UAV_01_backpack_F";}; case 2: {_this addBackpack "I_UAV_01_backpack_F";}; }; }; }; _this addHeadgear "H_Bandanna_khk"; _this addGoggles "G_Aviator"; _this addWeapon "arifle_MXC_Black_F"; _this addWeapon "hgun_Rook40_F"; _this addWeapon "Binocular"; _this linkItem "ItemMap"; _this linkItem "ItemCompass"; _this linkItem "ItemWatch"; _this linkItem "ItemRadio"; _this linkItem "NVGoggles_INDEP"; [_this,"TFAegis"] call bis_fnc_setUnitInsignia; }; }; switch (floor random 3) do { case 0:{ _this setSkill ["aimingspeed", 0.15]; _this setSkill ["spotdistance", 0.15]; _this setSkill ["aimingaccuracy", 0.1]; _this setSkill ["aimingshake", 0.1]; _this setSkill ["spottime", 0.3]; _this setSkill ["spotdistance", 0.5]; _this setSkill ["commanding", 0.5]; _this setSkill ["general", 0.6]; }; case 1:{ _this setSkill ["aimingspeed", 0.2]; _this setSkill ["spotdistance", 0.2]; _this setSkill ["aimingaccuracy", 0.2]; _this setSkill ["aimingshake", 0.2]; _this setSkill ["spottime", 0.4]; _this setSkill ["spotdistance", 0.6]; _this setSkill ["commanding", 0.6]; _this setSkill ["general", 0.7]; }; case 2:{ _this setSkill ["aimingspeed", 0.3]; _this setSkill ["spotdistance", 0.3]; _this setSkill ["aimingaccuracy", 0.3]; _this setSkill ["aimingshake", 0.3]; _this setSkill ["spottime", 0.5]; _this setSkill ["spotdistance", 0.8]; _this setSkill ["commanding", 0.8]; _this setSkill ["general", 0.9]; }; }; }; -
Seriosly, what are you expecting. The editor offers you a powerful tool for single-object placement, and instantly place predefined groups. A wall placement tool like in "sims" would be quite stuped, since it would look artificial imho. Use CTRL+C, CTRL+V for your first wall place, select both and repeat. You will get fast exponentially. Since 1 wall leads to 2, these to 4 and those to 2^(n-1) if n is your step counter. So after 10 steps of copy and pasting you're already at 512 wall pieces. If these aren't enough, you Sir, got a badass big compound.
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Tracking Shot Script (Smooth Interpolated Spline shots)
revide replied to revide's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You're welcome. If you have any further suggestions / feedback you have in mind, please, let me know. -
Editor - Performance Test not working?
revide replied to Grumpy Old Man's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yes you do. Officially it's been made due to security reasons. Imagine one would build that command in a MP mission accidentally. Running 10k times a command which could be potentally CPU intense would lead to hard loss in overall performance. -
Tracking Shot Script (Smooth Interpolated Spline shots)
revide replied to revide's topic in ARMA 3 - MISSION EDITING & SCRIPTING
An orbit cam kind of already exist, if you search for a UAV cinamatic. Anyway. If I've got enough motivation, im gonna add more options for the points. For instance: Should the point be part of spline interpolation or just plain linear (In case someone wants a smooth track to a linear shot, like following a plane) The UAV cam mode, with a target, or more a point as target. (The rotation, pitch, bank would have to be updated everytime, math with cos(x) should be handy in here, but I'm not 100% sure.) If the point got a break to it, the cam should slowly approch it in the last 10% of time to give a feel of a smooth approach [NOW AVIABLE] When exiting a break Waypoint, the cam should accelerate smoothly (Opposite to the brake) [NOW AVIABLE] //Edit the latter 2 are now implemented. With the duration param you can control the acceleration and braking. And like i stated in my post before, a Cinamatic Editor missions, where you can fly around, place, edit and preview your Waypoints and the cam path the algorithm would take :) -
Tracking Shot Script (Smooth Interpolated Spline shots)
revide replied to revide's topic in ARMA 3 - MISSION EDITING & SCRIPTING
That's a good compliment man, thanks :D -
Tracking Shot Script (Smooth Interpolated Spline shots)
revide replied to revide's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Revamped the Thread and added example function for everybody to test cubic spline interpolated tracking shots for themselves! Also added/fixed/changed: - Auto break before the last point to smooth things out in the end. - Fixed minor unneccessary referencing (improving performance) - Changed minor scripts. Every cinematic creator, who doesn't have a good controller and good movement skills should check this thread out. With this, one can create professional cinematics within seconds. What comes next: - GUI Mission, to fly around and add/edit camera points - Preview your spline path in 3D world with drawLine and drawIcon. - Live preview your shot with your selected properties. Stay tuned and enjoy! -
Hey guys! Im looking for talented mission makers/creators who just dont want to play a single mission and then host a new one. I'm a student in computer science in 2nd semester from germany and I am well into SQF and arma 3! (especially Apex!) So, what do I want? I want to create a Mulitplayer gamemode, with flawless design, flawless coding, beautiful thought-through missions and best FPS possible for best eXperience. The gamemode is going to be named eXperience (Tanoa at first, Altis, Stratis, Chernarus,....) It aims to be a multi-mission gamemode, with a built-in lobby system to chat with friends, prepare and vote for missions, and, after all play them for some hell-of-a-fun. What I aim for: Built-in Lobby system to spectate, play or "freeroam" (this may be thought through some more) !votemap !votekick, ... style GUIs, just like known from source times +30 missions with different styles that can be loaded up in the round-based lobby (TvT, SC, Coop, Hostage Rescue, Bomb defusual,... really imagination is the border, maybe even racing?) Modular loading / clearing system for each mission, with clean up methods to ensure best FPS/time. An eXperience System (hah, obviously :D) - with no benefits at all just maybe looks or sth. it should all be balanced and everything accessable from level 1 Beautiful designed UI, keeping the new standards of BI's Task Overhaul! Atmospheric gameplay with role-play style (If ppl just randomly do stuff and dont play by the rules, thats what votekick is for) Basicly, creating a Mission for players to really EXPERIENCE the map they are playing, with all its benefits and tweaks. Players should know the potential of Arma! NOT JUST RPG,BattleRoyal or Wasteland! So what do I want from you? You would have to first of all THINK of missions! Experience in creating missions Realistic styled missions with little storylines Ensuring missions are actually fun to play and not frustrating, (..) (Play testers are welcome!) Having the Apex expansion, because the first version of the mission will be released on Tanoa! Why should you trust me? Started back in the DayZ days to code and mod the original DayZ mod Started modifying mission files to add lotteries and much more to servers Compete in the Make Arma Not War contest with a solid Wasteland mod, which offers good FPS and a very solid UI (http://steamcommunity.com/sharedfiles/filedetails/?id=290389565) (unfortunately I discontinued that bcuz of my lost of interest in wasteland styled missions) Due to my computer science study, I learned already alot about effiency, optimization and well designed code. I already delivered a nearly singleplayer fps styled multiplayer mission. (with headless client and good servers, with well scripted code, low-tier pcs can even enjoy wasteland...(not like 20fps like in some mods)) What will it be like to work together? If you have solid Ideas for missions and are able to map them properly, I will take care of the coding/scripting part of events etc. You can let your imagination flow! If you need scripted events happening but you arent experienced with that, no problemo, i got you. We can hopefully create one hell of a missions for beginners and experienced players to enjoy. Due to the modular system, missions will never run out and themed gamemodes with mission packs would be possible! How can I contact you? Private message in the forums. STEAM (preferred) /id/revide TeamSpeak (2nd priority) 185.18.105.20 Well thats really it, if you want other details talk to me in private Other supporting options: Please write feedback in this thread, post ideas discuss and share your opinions! Write ideas of missions in this thread If you are a designer of graphics you are welcome to join the team as well! Thanks for reading that far m8! Cheers and have a wonderful day. revide. PS: Maybe I should add that I am doing this all for the community and for the glory of Arma 3 (esp. Apex). I do NOT want to earn anything from this. I dont aim for that in any way.
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Good points you mentioned: - Everytime you spawn in, the server checks if there are at leaste 3 vehicles in the town you spawned at, if not, let there be more ;) - More guns, mhm, that would result in empty gunstores, there will be soon one more @ agia marina and i want players to drive around and check the other sortiments of gunstores. UAV bags are being carried randomly by bots ;) - Main Mission bots: Every mission spawns at least 4 bots, but depending on the mission and the realism aspect of the vehicles to capture, there are more or less bots. The Maximum of bots is 25 at the base mission by the way - The stat save problem could have multiple reasons: Maybe your dedicates server has no profile setup where a profileName.vars.Arma3Profile file exists. The server uses arma3's flatfile system with profileNamespace Variable saving. So if your server does not have a folder where the profile settings and vars are being saved, it will not work, obviosly. The standard path for that is on a Windows Vista/7/8 machine is: C:\Users\<user>\Documents\Arma 3\. On Linux machines howerver it is: ~/.local/share/Arma 3 or ~/.local/share/Arma 3 - Other Profiles (according to https://community.bistudio.com/wiki/Arma_3_Dedicated_Server#Installation_2 ) On Linux machines with wine running it might be: $WINEPREFIX(usually ~/.wine)/drive_c/users/<username of which wine is being run>/Documents (that usually leads you to ~/Arma 3 I got that setup correctly and everything is being saved. I hope I could answer all you questions so far, so lets get to your suggestions. 1. Yea, thats true, the Base layout is pretty simple, but at least its something you can start with, there are base building materials all other the map in containers (grey or white ones). You have to open their inventory in order to get those items. (to improve performance) 2. As I stated, I want players to scavenge for weapons and that counts for the gunstores as well. If you have all-you-can-buy gunstores, there is no need to travel around the map, one visit at the gunstore and its done. 3. Yea there will defenitly be "regular" spawned helis at realistic locations. Good point. 4. The base income of XP is time, because with time, it will be really hard to level up, if you check the level funtion: _level = floor ((_cxp / 32.1)^(1 / 3) + 1); //_cxp is current xp amount as total value 32k for instance. //Total XP needed for the next level: _nextlevel = 32.1*((_level)^3); As you might notice its the level to the power of three, so it will increase rapidly with time. In future version you will get XP for kills, other activities and mission completion (assists) Thanks for your feedback mate, I will implement some of that stuff!
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Thanks, I would be glad to hear feedback and improvement ideas, add me in steam if you have anything to criticise / add / ask. Steam: http://steamcommunity.com/id/revide/
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Where to find pictures of all in game items?
revide replied to fusion13's topic in ARMA 3 - MISSION EDITING & SCRIPTING
https://community.bistudio.com/wiki/Arma_3_CfgVehicles_EMPTY there you can check for some items you like, for example. As the others have mentioned, you can use the config browser to get the picture name getText (configFile >> _cfgName >> _typeName >> "picture"); to use it in a listbox use lbSetPicture [_row, getText (configFile >> _cfgName >> _typeName >> "picture")]; Cheers