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Johno89

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Everything posted by Johno89

  1. Hi all, I'm trying to port A2 single player scenario 'Trial by Fire' to A3 and despite making progress I'm encountering some niggling issues which i cant seem to rectify. One of these problems is group animations. Group animations problem In the original A2 mission there are a group of marines doing exercises towards the back of the ships deck. This was handled by a script called 'fitnessgroup.sqf' which I've retained in the port & updated to use RHS USMC marines and A3 working exercise animations. However when previewing the mission the solders are correctly placed but just standing still. I also get 2 error messages, one about fitnessgroup.sqf and another about its relation to fn_scenesSetAnimationsForGroup.sqf which is located in the Arma 3 install directory. I'm not the best when it comes to coding as I only have a basic understanding. I've attempted a few fixes such as swapping out rPLAYACTION with rSWITCHMOVE in fitnessgroup.sqf but none seem to work. Could anyone shed some light on why this isn't working and potentially provide a solution? Thanks for your time
  2. RCA3 - wow thanks for the code, works like a charm except i had to revert the squad leads section to what i had before (he was floating in the air lol). I also figured out how to prevent him from suddenly standing still every time the animation finished, I added a new line with 'BIS_fitnessgroup01 'disableAi "anim";'. As follow; Everything works now as intended apart from one minor problem, one of the exercises (AmovPercMstpSnonWnonDnon_exercisekneeBendB) causes a soldier to take 2 steps backwards. If you wait long enough the group falls out of position, wait even longer and some of the troops step backwards of the deck of the ship lol. Is there a way to permanently 'fix' them to a position? For example giving them a hold waypoint? The easier solution could be to just delete AmovPercMstpSnonWnonDnon_exercisekneeBendB from the mix. Btw RCA3 do you mind if i credit you in the sqf file / workshop page? Cheers
  3. I've had a go and this code works but is very primitive / needs improving. Right now all the marines are looping the animations, however it all seems very robotic as they do them in unison. Is it possible to write a loop script which enables them to switch between; AmovPercMstpSnonWnonDnon_exercisePushup AmovPercMstpSnonWnonDnon_exercisekneeBendB AmovPercMstpSnonWnonDnon_exercisekneeBendA I've also noticed a slight problem with the squad leads animation. After completing the first animation cycle, he suddenly starts standing still as if he's holding a rifle (has no weapon) for about 10 seconds then begins the animation again. I think it has something to do with the 'sleep 35' I've put and the fact that the animation lasts for 34 seconds, but no way to be sure.
  4. Hi all I've ported the Arma 2 single player scenario Trial by fire to Arma 3. After play testing it I'm certain the scenario behaves the same as the A2 original. However, there is one problem which I can't fix despite trying numerous fixes I've found on these forums/bi wiki. In the original mission, you and the Ai squad are air lifted to Utes island, during transit they don't spot any enemies, they disembark the helicopter and promptly run up the hill as their behaviour is set to aware. In my A3 port, you and the Ai squad are air lifted to Utes island, during transit they spot enemies up to 2km away, they disembark the helicopter and slowly run/walk up the hill as their behaviour now set to combat. I've tried all sorts of things such as 'disableAi' and 'setskill spotdistance' in the units init field but nothing works. Every time the helicopter nears the beach the Ai engage Legolas vision and set themselves to combat mode when they see an enemy. Aside from putting 100% fog down on the map how can I prevent this from happening? Is this something i can rectify in the units init field or does it require scripting in a sqf file? Thanks for your time Cheers
  5. Pierremgi this would not have worked as the ai squad is not in anyway shape or form linked to the helicopter. Its just a transport for them. I did get this to work in the end (apologies for my bad language in the prior post, this issue was driving me insane lol) but not with setCaptive as this created more errors in the long run. Instead what i did was along the helicopters route I placed a trigger that it would pass through. It was linked to the Ai squad lead. In it i put the following code; This prevented the Ai from setting their behaviour to COMBAT when they spotted enemy on Utes. They do call out enemy units, but their behaviour always stays as aware. At the top of the hill in front of the town (where the squad always runs through) I placed another trigger re enabling the 4 settings; This setup works 99% of the time, the ai squad when disembarking the helicopter always run up the hill now at full speed (as intended) and never stop to seek cover. Cheers for the help guys
  6. George Thanks for the solution, had a few issues at first. When pasting the code into the init field of the trigger I couldn't hit enter as i received 'error in expression' message. It looks like you threw me a curve ball because there was a space missing between '} & forEach' lol. Anyway after the code was in the trigger/init.sqf it still wouldn't work - despite the the Ai squad being named 'grp_1' in both entities. Then I realised in the init field of the squad leader this was present; I then changed 'grp_1' to BIS_grpMain in both the trigger and init.sqf and it works! Thanks for the help, now I've just gotta work through all the other errors! Cheers Edit: Jumped the gun here! It worked on the first attempt, on the second and third tries the Ai set themselves to combat. How the fuck are these annoying c***s suddenly disobeying code lol, it makes no logical sense!!!!.
  7. George I tried setFriend but cannot use this as the mission now ends straight away as soon as its started. The reason? I think its because now that WEST sees EAST as friend, the game assumes the final objective waypoint (which is to kill all opfor in a certain radius) has been facilitated. Instead of setfriend could you provide an example with 'setCaptive' for the ai squad only and when they move past a trigger it is removed? Cheers John
  8. George I'll attach images of the editor so hopefully it'll explain things better. The first image is at mission start when on the ship. The second is when the heli unloads the squad on Utes island. First Image Second image Note this is a single player scenario only. The player joins an Ai squad and is always led by them (unless they are killed ofc). The problem is when the helicopter is flying in to unload the squad, they spot the enemy on Utes island. They then set their behavior to COMBAT and as a result of this when moving from first to second waypoints they are slow because they are seeking cover. In the original A2 mission the Ai squad don't set themselves to COMBAT but stay as AWARE, when unloaded they run up the hill at full speed. All attempts I've made at preventing the squad spotting the enemy have been done in their init fields, but nothing seems to work.
  9. Hi George I've tried the setCaptive approach, upon mission startup instead of being inside the helicopter the squad was standing on the deck of the ship.....some of them floating in the sea lol. I've also read that if you set Ai to captive and then revert them back to opfor/blufor it screws up their move waypoints etc. Thanks for the code you provided, however how do i configure it for the Ai squad that the player joins? Their details are as follows: Squad leader Object Init Variable name: recon Init: crewman moveInCargo heli; {_x moveInCargo heli} forEach units group this; BIS_grpMain = group this; Cheers John
  10. hi George Thanks for linking the video, but I've already attempted this guide and can't get it to work as Im not familiar with coding. Cheers
  11. Yeah this doesn't work, I set the group to "CARELESS" and their first move way-point as "CARELESS" as well. But when the chopper neared the beach I heard those fateful words..... 'Enemies!' The Ai raise their weapons, begin aiming out the chopper and set their behavior to "COMBAT". When they disembark they are slow as fuck getting up the hill, instead of just running at full speed.
  12. I'll try this after work. Would it I set each individual unit to 'CARELESS' or should I click the group icon and do it there? Cheers
  13. Just bumping this in case anyone would be kind enough to provide code that would enable a group of 7 marines to do a continuous loop of exercises. The only working A3 exercises I've found are "AmovPercMstpSnonWnonDnon_exercisePushup", "AmovPercMstpSnonWnonDnon_exercisekneeBendB" and "AmovPercMstpSnonWnonDnon_exercisekneeBendA". Cheers
  14. Yeah I've attempted what you've described but can't get it to work. This is all a bit beyond me as i don't know coding all that well, i might just delete these marines as its not scenario critical stuff, just some guys exercising lol.
  15. Ok so if im understanding you correctly; 1. Copy code from fn_sceneSetAnimationsForGroup.sqf. 2. Paste it in an entirely new file in the trial by fire mission folder directory. Give the file a new unique name? 3. Inside the file replace old commands/functions with up to date ones - is there a list of obsolete/new commands that i can use as reference? 4. In fitnessgroup.sqf replace any reference to 'BIS_fnc_sceneSetAnimations' with the name of my newly created file.
  16. Could you guys be more specific about 'own function'. Would this just consist of a new sqf file and in the group composition init field just call that file? Cheers
  17. lol so i'd have to write an entirely new sqf file? Game over man! Game over!
  18. Hi Grumpy Regarding your answer, If you were to extract 'functions_f' from the Addons directory in Arma 3 and look in 'fn_sceneSetAnimationsForGroup.sqf' (what fitnessgroup.sqf is calling) you'd see that rSWITCHMOVE is listed here. It appears to be standard data and so i don't think i can remove the 'r'. I've attached the file here; I did however attempt your solution but it didn't work unfortunately. Cheers
  19. Hi guys, I was wondering if anyone could help me with my helmet addons I've been working on. I've got them working in Arma as I've configured them in object builder (view/shadow/geo lods) and set up their config.cpp and model cfg. However, I have no skill set when it comes to texturing; I'm trying to learn this but am finding it difficult. I have knowledge of Bohemia's texture format (co, smdi, nohq, as) and that these files are linked together via an rvmat file. However, the texture files I have created do not look good in Arma which leads me to believe I could be doing them better. I would be grateful if anyone could provide a step by step approach on how they would create their texture files? I am using 3ds Max to model, create the UV sets and xnormal to produce things like ambient occlusion and bump maps. Also, I've come across 'baking' materials to textures. So, I could perhaps transfer details such as scratches onto my nohq map. If so, how would I achieve this? Thanks for your time.
  20. Johno89

    Advice on texturing

    Macser, what you see is the low poly model. For each component i would just start with a planar surface and start from there, creating new edges and so forth till the shape was created. I've tried to keep the poly count low, but when i triangulate it i have a total of 26,000 (please tell me this is ok for arma!!!). Thanks for the offer, i may take you up on it. But because I'm trying to learn I'm gonna try and complete it myself atm. X3kj, yh i've started to create the uvs for the model, nice n easy compared to the horrors of weighting lol.
  21. Johno89

    Advice on texturing

    Is this rig available to download or would i have to ask them? Btw the weighting in object builder failed miserably lol. Everything works accept the back off the clone armor. Even though i made all its verts blue, when the character crouches or lies down it deforms SO bad.
  22. Johno89

    Advice on texturing

    Cheers for help. I'll look into it, but I'm not sure it would work for the armor (based on my limited understanding). The set you've seen isn't the character uniform as such. Its completely hollow with lots of different components. When i tried to add the arma man bones to it from the samples and apply the skin modifier it didnt work (but this most likely is because i was doing it wrong). In object builder I assign it as a vest in the config file.
  23. Johno89

    Advice on texturing

    I've gotten the armor working in Arma now, its just all its verts are red atm. A lot of this weighting stuff is new to me and I've never heard of the skin modifier before let alone used it. Suffice to say it scares me. As I'm just learning atm i'm gonna go ahead in Object builder and weight the armor. I have used the ODOL web converter on the Imperial assault armor model and i can see how they weighted theirs. So im gonna use that as a reference for mine. Gonna follow this as a guide aswell.
  24. Johno89

    Advice on texturing

    Cheers x3kj, It was a bizarre problem. If i exported it as a .obj file it didn't swap the components (but i lost the smoothing groups) but exporting it as .3ds did. In the end though In objectbuilder i mirrored the affected components and now everything is in the right place. Do I need to apply the skin modifier to the armor set in max or can i just weight the components in object builder (something I have only just become aware off). I copied the shadowlod model into the res led like you said. When i built the addon and fired arma 3 up I couldn't see any change. Should I have seen something different? Or even the shadowlod model itself?
  25. Johno89

    Advice on texturing

    Could anyone shed some light on why I am experiencing the problems with importing into object builder?
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