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Everything posted by revide
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I just wanted to say thank you for the switch to this new scripting / programming language. I'm really stoked to get going with developing stuff in the C#-esque language. I really appreciate the now strictly typed and OOP programming, rather than python-like + imperative sqf. One question though that I didn't find an immediate answer on the wiki: Is enforce script interpreted as you run the scripts, compiled just in time, compiled ahead of time, or something entirely different? Additionally, since this now closer maps to C++, does it yield remarkable performance gains in comparison to SQF? (Hadn't had the time to benchmark it yet) Thanks Bohemia for this step, I really love it and I'm excited to what future mods/scripts will bring!
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Wasteland Vishera Version: 1.3b-stable (BETA) Description/History First things first, this Mission is dedicated to the community. I created this Mission without any commercial/financial aspects in mind. I want to create a mission for everybody to enjoy. This mission is an one-man-project with 12,615 (+5759 headers) lines of code. All graphics self-made or edited to avoid copyright infringements. The only thing not created by me is the soundtrack of the mission and the intro sound. These are made by my friend Sleet (Soundcloud). I'm competing in the MAKEARMANOTWAR Contest, as well. But still, this mission is for the community, not for making profit. This mission includes client AND server files. Just load up the mission and host a server! So lets get back to the mission. This is a Wasteland mission as the title depicts ;). So, what can you expect? The base gameplay is just as you expect it: Fast, tactical, fair gameplay Money, hunger, thirst Vehicles for loot in every town Scavenging for food/water Team-Up with your friends Blufor vs. Opfor vs. Indep (Indep is all vs. all, if no groups have been formed) Easy-to-understand mechanics Main/Side/Diving Missions Gunstores, custom map Yeah, sounds good, but what makes it "special"? Very good FPS on the client side (tested on 40ppl Server = 50fps, 1ppl on Server = 70fps) User friendly GUI/HUD (See screenshots) InGame Wiki - Missed a thing? Read it ingame in an instance Self-Made Logistic System (Towing/Loading/Grabbing/Locking/Activating) Server built-in - start a server in a wink Persistent User-Data, yes, you heard right. Flat-File (Arma Variables) user saving. Level System without rewards (just yet, Skill Tree is in the next update)! Compete with your friends Session-persistent team bases for Blu/Opfor - paradrop for that places Event System with King of the Hill module - Capture a town and receive rewards Reviving of dead players with a defibrillator only (to improve teamwork) 3h realtime day/night cycle Much more little details, you will notice while playing Big Settings Menu - optimize your FPS by changing some variables ;) Basicly, what you can expect from this mission is a fun/optimized gameplay and general feeling. Complete missions, fight in hot PvP fights, group up, level up, compete in your group, (soon) skill with your levelpoints to fit your group, enjoy good performance. Trailer/Soundtrack/Screenshots Mission Soundtrack, free download Trailer ---n/A (w.i.p)--- Screenshots Changelog Download Grab the latest Version from Steam-Workshop! Version 1.3b-stable: Download Source + All older Versions: Browse Upcomming Skill Tree (removal of Driving Level) Way more wiki entries (if you have wiki entries to add, pm me !) Inventory Item-Drops at missions More Hints for new Users Option to change keys for some actions in settings menu Suicide Option Ideas? Pm me. For Editors: The Server map is in server/server_map.sqf, feel free to change it according to your needs. If you need some source-files of images / dialogs, enjoy: Download DevSource Feel free to edit, but please guys, give credits and ask for permission to publish it. Support If you want to support me, vote for me @ makearmanotwar! Thats the only way to support me, I dont take donations for this project... http://makearmanotwar.com/entry/53DBIWY2yy Well, what else to say? I guess I had too much free time... Credits: "Marc" revide "A." (Everything else?) "Dennis" Sleet "G." (Music)
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Tracking Shot Script (Smooth Interpolated Spline shots)
revide replied to revide's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Okey guys, I'm working now on: 3D "Editor" to easily setup,preview,export cinematic shots New modes: Smooth transfer to follow a unit/vehicle at a given angle Smooth movement WHILE following a unit/vehicle UAV Mode Better performance Easier access with clean HUD/GUI Elements in the editor. And I will create a new thread for that "v2" version to give it a better name and promote a bit more Stay tuned. cheers -
Tracking Shot Script (Smooth Interpolated Spline shots)
revide posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello fellow scripters! In my course of developing my eXperience Mod I made a tracking shot script, which creates smooth curves out of 3 or more Waypoints. For explanation: Lets say these are your waypoints for your camera movement: Arma would do something like this with normal linear camera shots My script can give you all these points: (cubic spline interpolation) Live recorded tracking shot, where the points are calculated by the presented algorithm. Includes all latest features. Acceleration, breaking, for instance. I calculated the cubic spline interpolation of: X/Y/Z Pitch Bank Rotation (Direction) How to use it: PLEASE GIVE CREDIT IF YOU USE THIS SCRIPT. LINK MY STEAM ACCOUNT AND THIS THREAD. I really would appreciate if you add me and share your creation with me. http://steamcommunity.com/id/revide/ Changelog //Edit: fixed tabs to spaces and code in spoiler //Edit2: Added wikipedia link //Edit3: Added youtube video //Edit4: Added Example Usage //Edit5: Added a method to preview your shots. Just feed the function with proper arrays. //Edit6: Released update, check changelog //Edit7: New Video added, better quality, better frames, showing all latest features. To fully understand why the function does what it does and what the _k array is, give Wikipedia a good read. Please leave your feedback / suggestions.- 15 replies
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Tracking Shot Script (Smooth Interpolated Spline shots)
revide replied to revide's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Good point. Will implement that to the "Version 2". Feel free to modify the script. Just show the cinematic borders with scripting commands showCinemaBorder true; //On Start [...] call trackingShot; showCinemaBorder false; //On End That should give the desired effect. Cheers -
Script location for SQL Database
revide replied to babibo's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Well in the scripts itself are no passwords etc. . But if a hacker takes a look and remotes exec in the server with the defined commands, he might be able to write in your database with custom commands. So keeping your scripting commands for the database safe is a good option. If no player has access to the serverfiles, a script injection attack cannot be done. -
Script location for SQL Database
revide replied to babibo's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Arma can't load an "addon" within the mission. Only on game up-start. The thing with that is, that Arma does not support SQL connection of any type scriptwise in sqf. For that, you need an Addon written in C(#,++?). This cannot be loaded on mission startup, since these kind of addons can change Engine features or extend them, which cannot be done on the fly. Short Answer: No you cannot load that addon in you mission folder. -
Skip briefing in MP Mission
revide replied to polishmartyr's topic in ARMA 3 - MISSION EDITING & SCRIPTING
In KKs script old idds have been used. I updated his version: CfgFunctions: (to execute that preInit): class CfgFunctions { class eXperienceMod { class preInitCalls { class myFunction { preInit = 1; file = "client\preInit.sqf"; }; }; }; }; preInit.sqf: //Much kudos to killzonekid. Nice workaround. //Just the thing, that idd 53 is not anymore the Diary briefing.. //The addition to the config, will deal with that and will always take the correct idd. if (hasInterface) then { if (!isNumber (missionConfigFile >> "briefing")) exitWith {}; if (getNumber (missionConfigFile >> "briefing") == 1) exitWith {}; 0 = [] spawn { private ["_d"]; _d = (getNumber (configfile >> "RscDisplayServerGetReady" >> "idd")); waitUntil{ if (getClientState == "BRIEFING READ") exitWith {true}; if (!isNull findDisplay _d) exitWith { ctrlActivate (findDisplay _d displayCtrl 1); findDisplay _d closeDisplay 1; true }; false }; }; }; -
Disable Spectator in MP
revide replied to DAGGER ARMANET's topic in ARMA 3 - MISSION EDITING & SCRIPTING
1st result on google... https://community.bistudio.com/wiki/Spectator_Mode -
Hey community. Is there a way to get ALL destroyed buildings on a Map and auto-rebuild them, like a Map reset, but without restart. I've seen solutions with triggers on the buildings itself, which is not quite suitable if the whole map should be affected. Open for any ideas, thanks.
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Reset destroyed buildings, completely
revide replied to revide's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yea ran into that as well, didn't bothered to post this. But this is kinda screwed up. BI pls, give us some commands for hardReset whole map. Similar to the deadCorpseHandler that manages the disappearance of dead corpses. Just reset a building after it has been destroyed after certain circumstances. -
Tracking Shot Script (Smooth Interpolated Spline shots)
revide replied to revide's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Well, solving matrix with Thomas Algorithm is another story then executing a single function based on velocity, for instance. -
Need Help With A New Shop UI
revide replied to nebulazerz's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You're NOT done with the UI part. If you really want the pics of vehicle showing and maybe an Add To Cart button you have to use the ControlsGroup and add a picture, price, name, etc. with structuredtext or multiple texts. It's not that easy as you probably think. The scripting part does not only involve how to fill an array, it involves the complete management of the currently selected item in the virtual List since you are not using ListBoxes but ControlGroups. You need to have add and remove functions for the cart, a checkout and so on. //Edit: You surely can "just" use the ListBox thing and add a bunch of vehicles, but then there is no real question on how to populate an array, since you can easy add an item to the box and give it some hidden parameters, like costs, type, etc. Then just get the current selected item on checkout and you're done -
Need Help With A New Shop UI
revide replied to nebulazerz's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Take a look in the BI Wiki: Good starting points: https://community.bistudio.com/wiki/Category:Dialogs Maybe these https://community.bistudio.com/wiki/DialogControls-ListBoxes Or These https://community.bistudio.com/wiki/DialogControls-ControlsGroupfor more advanced stuff It's all possible, but very time intense with fiddeling around in the gui editor and scripting all the buttons and displays. I dont think someone does this for free for you. -
Tracking Shot Script (Smooth Interpolated Spline shots)
revide replied to revide's topic in ARMA 3 - MISSION EDITING & SCRIPTING
In my study I got quite a bit of math. I thought this would be a nice little challange. Was fun to make! -
Reset destroyed buildings, completely
revide replied to revide's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Read through it, I like the shockwave simulation :D. Well his PostScript says that setDamage is now JIP compatible. I would now just have to cache in all the builds that got destroyed and reset them to setDamage 0. Well an event Handler would make that possible. -
Reset destroyed buildings, completely
revide replied to revide's topic in ARMA 3 - MISSION EDITING & SCRIPTING
yea thats what I thought as well, but the efficiency is quite a pain in the ***. :') MP but There are no MP handlers doing that. @BI that would be awesome, eventHandler for buildings. Im going to look into the killed thing with building, maybe they call it. -
Put writing on the side of an object
revide replied to Tankbuster's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Mind = Blown. First time seeing this one :DD -
Put writing on the side of an object
revide replied to Tankbuster's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Whatcha mean by 1M and 10M? -
is it possible to make stealth mission? i need it for My MP mission.
revide replied to KamenRiderOOO's topic in ARMA 3 - MISSION EDITING & SCRIPTING
One should definetly gather all those ideas and concept into a stealth thread. There is no such thing out there yet. All possibilities for stealthing should be shown there. That would be really awesome and contribute to the community -
is it possible to make stealth mission? i need it for My MP mission.
revide replied to KamenRiderOOO's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ahhh overread the Thanks for clearifying //Edit found something after diggin into it a bit: Use https://community.bistudio.com/wiki/setCaptive as Grumpy described. Make use of https://community.bistudio.com/wiki/AI_Sub-skills to change his behaivior and to reset knowsAbout use what the quote says, maybe copy over all waypoints n stuff and reapply them afterwards. -
is it possible to make stealth mission? i need it for My MP mission.
revide replied to KamenRiderOOO's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You can forcefully set the detection state of an AI by using https://community.bistudio.com/wiki/reveal like this: _aiUnit reveal [player, 0]; Use this as a starting point. -
Play Sounds When Sector Is Captured?
revide replied to MrCrazyDude115's topic in ARMA 3 - MISSION EDITING & SCRIPTING
If all players have a trigger when the area is captured and by whom, just add a playSound, using fadeSound etc. If only the server got the trigger, one would need to send to all units (allPlayers) a variable which contains the sound to be played depending on which side the player is on. The player has a addVaraibleEventHandler for that PV and plays the sound when changed. -
Adding new bots to your team
revide replied to InProgress's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You would have to create new soldiers. Use https://community.bistudio.com/wiki/createUnit or https://community.bistudio.com/wiki/createUnit_array for that purpose. Let them join the global group the player is in. After all you NEED to script that stuff in a sqf file in the missions folder.Its the easiest way to to if you dont want to handle thousands of triggers. -
Put writing on the side of an object
revide replied to Tankbuster's topic in ARMA 3 - MISSION EDITING & SCRIPTING
3D Text and proper calculate the position, scale, transformation depending on viewing angle. Maybe.