wok
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Everything posted by wok
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Problem with Custom HUD & Alpha Channel.
wok replied to Lachesis580's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This is the only info I found http://community.bistudio.com/wiki/ImageToPAA Doesn't say much about quality, the only parameter seems to be -size which I guess the default is the same as the input image. Maybe the TexConvert.cfg in ImageToPAA can be edited to tweak the settings, but I really have no idea about that. edit: If you still have textview2 installed you will notice you get an error when you try to open it (this is because some registry entries were edited by the new arma tools), if you edit the first line of TextConvert.cfg on the ImageToPAA folder from: to You can now open textview2 without the error, but I am not sure of what results it will give, didnt have time to test it and gotta go out now. -
Problem with Custom HUD & Alpha Channel.
wok replied to Lachesis580's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Have you tried converting the png to paa using the ImageToPAA.exe file included in the latest BI Tools pack? You can find it on steam > library > tools > arma 3 tools (then in your steamapps folder you will find a folder called Arma 3 Tools with all the tools) Edit: Here's my result: What I did is, I downloaded the first image you posted, opened it on photoshop, resized it to 128x128, CTRL+S to save as png without changing any settings. Then I used the ImageToPAA.exe app to convert it to .paa and loaded it into a dialog in a RscPicture control. Here's the paa file I used in case you want to test it: http://pastelink.me/dl/702f29 -
Please HOTFIX the DebugConsole when fixed
wok replied to Larrow's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I tend to use oneachframe to check for var changes. I am used to have the arma in window mode next to my notepad++ and have no problem CTRL+Ving everytime i need to run something. But anyway, everyone has their own methods and preferences. -
Please HOTFIX the DebugConsole when fixed
wok replied to Larrow's topic in ARMA 3 - MISSION EDITING & SCRIPTING
i actually prefer that the debug console gets cleared out everytime I open it (I always code on a notepad and just copy paste on the console), but we all have different tastes. -
How to restrict a Magazine? (not weapon)
wok replied to fn_Quiksilver's topic in ARMA 3 - MISSION EDITING & SCRIPTING
If you want to make sure that the mag will never be used you can put the code that checks it in onEachFrame, not sure if that would have an impact on performance, but I use onEachFrame with a pretty complex code with lots of ifs and math calculations, and it doesn't seem to affect the game performance, so I guess a simple mag check wont cause many problems. -
Problem with Custom HUD & Alpha Channel.
wok replied to Lachesis580's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I think the image size needs to be a power of 2, is not enough to make it a square, it has to be 16x16, 32x32, 64x64, 128x128, etc. I always had problems when not using those sizes, my images were shown on black and white. -
I think cutRsc creates a display and createDialog creates a dialog. Are you running that code on the top lines of init.sqf? Because I was recently doing that and the dialog was not opening, I added a sleep 0.1 and then it worked, probably needs some waitUntil{ something is ready }. Here's a sample mission I made for someone else where I use both cutRsc and createDisplay http://pastelink.me/dl/8f4b70 (To test it, put the mission folder in your ArmaProfileFolder/MPMissions, then open the game, click PLAY > MULTIPLAYER > NEW, create a new LAN game and select the Test2 mission)
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Lags A Consequence Of Having A Populated Mission - Measures To Reduce It?
wok replied to infiltrator_2k's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I don't know if the lag is caused by your code directly, but this is a very interesting reading anyway http://community.bistudio.com/wiki/Code_Optimisation -
I just saw the top banner that says "-%80 discount on all arma 2 titles". I already have A2:CO but the non steam version, I want to have the steam version so I have all the Arma games on steam (already have A:CWA and A3 there), and the A2 dlcs I dont yet have. I have some funds on my steam account so I went into the A2 Complete Collection steam page but the discount is not available there, only on the bistore. Does someone knows if the discount will be available at steam or will be only on the bistore?
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I think you will have to use the respawn (or mprespawn) event handlers (http://community.bistudio.com/wiki/Arma_3:_Event_Handlers#Respawn). Check this http://pastelink.me/dl/8f4b70 sample mission I made for someone else, it uses the respawn event handler and setPos to allow the player to select a spawn location (To test it, put the mission folder in your ArmaProfileFolder/MPMissions, then open the game, click PLAY > MULTIPLAYER > NEW, create a new LAN game and select the Test2 mission) You would have to strip the dialogs part that lets the player choose the spawn location and just move them directly.
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General Discussion on the new tools.
wok replied to 1para{god-father}'s topic in ARMA 3 - BI TOOLS - GENERAL
Awesome news, thanks to all the devs involved! -
Arma 2 discounts only available at BIStore?
wok replied to wok's topic in BOHEMIA INTERACTIVE - GENERAL
I guess the discount is BIStore exclusive then :( Will see if I can get some friend to buy it for me and I pay him with steam funds. -
Here's a simple way to add a fire, on the editor put any object and in the init field enter: TheObject = "test_EmptyObjectForFireBig" createVehicle position this; TheObject attachTo[this,[0,1.5,-1]]; If you want to hide the object and just have the fire you can use hideObject. And here's a little more complete script that I think it's used on the survie campaign: [] spawn { sleep 0.01; private["_fn_createEffect"]; _fn_createEffect = { private["_effect","_pos","_fire","_smoke"]; private["_light","_brightness","_color","_ambient","_intensity","_attenuation"]; //["[PARTICLE EFFECT CREATED]: %1",_this] call BIS_fnc_logFormat; _pos = _this select 0; _effect = _this select 1; _fire = ""; _smoke = ""; _light = objNull; /* _color = [1,0.85,0.6]; _ambient = [1,0.45,3]; */ _color = [1,0.85,0.6]; _ambient = [1,0.3,0]; switch (_effect) do { case "FIRE_SMALL": { _fire = "SmallDestructionFire"; _smoke = "SmallDestructionSmoke"; }; case "FIRE_MEDIUM": { _fire = "MediumDestructionFire"; _smoke = "MediumDestructionSmoke"; _brightness = 1.0; //_color = [1,0.85,0.6]; //_ambient = [1,0.3,0]; _intensity = 400; _attenuation = [0,0,0,2]; }; case "FIRE_BIG": { _fire = "BigDestructionFire"; _smoke = "BigDestructionSmoke"; _brightness = 1.0; //_color = [1,0.85,0.6]; //_ambient = [1,0.45,3]; _intensity = 1600; _attenuation = [0,0,0,1.6]; }; case "SMOKE_SMALL": { _smoke = "SmallDestructionSmoke"; }; case "SMOKE_MEDIUM": { _smoke = "MediumSmoke"; }; case "SMOKE_BIG": { _smoke = "BigDestructionSmoke"; }; }; if (_fire != "") then { _eFire = "#particlesource" createVehicleLocal _pos; _eFire setParticleClass _fire; _eFire setPosATL _pos; }; if (_smoke != "") then { _eSmoke = "#particlesource" createVehicleLocal _pos; _eSmoke setParticleClass _smoke; _eSmoke setPosATL _pos; }; //create lightsource if (_effect in ["FIRE_BIG","FIRE_MEDIUM"]) then { _pos = [_pos select 0,_pos select 1,(_pos select 2)+1]; _light = createVehicle ["#lightpoint", _pos, [], 0, "CAN_COLLIDE"]; _light setPosATL _pos; _light setLightBrightness _brightness; _light setLightColor _color; _light setLightAmbient _ambient; _light setLightIntensity _intensity; _light setLightAttenuation _attenuation; _light setLightDayLight false; }; }; #define FIRE_SMALL "Sign_Pointer_Yellow_F" #define FIRE_MEDIUM "Sign_Arrow_Large_Cyan_F" #define FIRE_BIG "Sign_Arrow_Large_Pink_F" #define SMOKE_SMALL "Sign_Pointer_Green_F" #define SMOKE_MEDIUM "Sign_Pointer_Blue_F" #define SMOKE_BIG "Sign_Arrow_Large_Blue_F" private["_helperClass","_effectType"]; { _helperClass = _x select 0; _effectType = _x select 1; { [getPosATL _x,_effectType] call _fn_createEffect; } forEach (allMissionObjects _helperClass); } forEach [ [FIRE_SMALL,"FIRE_SMALL"], [FIRE_MEDIUM,"FIRE_MEDIUM"], [FIRE_BIG,"FIRE_BIG"], [sMOKE_SMALL,"SMOKE_SMALL"], [sMOKE_MEDIUM,"SMOKE_MEDIUM"], [sMOKE_BIG,"SMOKE_BIG"] ]; };
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How to integrate custom sound files in missions?
wok replied to Bahger's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Check this http://community.bistudio.com/wiki/Description.ext#cfgSounds and this http://ofp.toadlife.net/downloads/tutorials/tutorial_sound/tutorial_sound.html -
Arma 2 discounts only available at BIStore?
wok replied to wok's topic in BOHEMIA INTERACTIVE - GENERAL
Sorry if I don't explain myself well, english is not my main language. I do know where to buy it with discount on the bistore page, but I have funds on my steam account so I want to spend those instead of paying with a different method in the bistore, but when I go to http://store.steampowered.com/sub/25815/?snr=1_7_15__13, there's no discount there. That's why I was asking if the discount would be available on steam store (not on steam game version). -
Here's a quick sample I found on google There's probably other examples here on the forum, search for PiP.
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Simple "Start Position" Scription
wok replied to meatball's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Here's some related discussion http://forums.unitedoperations.net/index.php/topic/14248-changing-jip-spawn-area/ -
I am not sure but I think you should use BIS_fnc_MP, here's some info about how to use it with addAction http://www.armaholic.com/forums.php?m=posts&q=23147
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You probably will want to use nearObjects command. Could you post some sample code? It will make it easier to help you.
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Simple "Start Position" Scription
wok replied to meatball's topic in ARMA 3 - MISSION EDITING & SCRIPTING
EDIT: Oops, sorry I missed the part where you said you wanted to set it via mission parameters. I will leave the mission here anyway in case someone find it useful. -------------------------------------------------------------------------------------------- Here's a quick and dirty mission sample to show you how to use dialogs to select a spawn location when mission starts and when player dies: http://pastelink.me/dl/8f4b70 I have 0 experience with multiplayer scripting so it probably needs some fixes, it's just to show you how easily you can use the dialogs. To test it, put the mission folder in your ArmaProfileFolder/MPMissions, then open the game, click PLAY > MULTIPLAYER > NEW, create a new LAN game and select the Test2 mission. Once the mission starts you should see a dialog with 4 buttons, each button moves the player to a different marker position. Then use your grenades to kill yourself and the dialog will appear again. -
I read a few times that devs have in mind adding physx ropes, it will be awesome if they do, imagine that you are towing a vehicle and the front vehicle applies the brakes.
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I am trying to draw an arrow on the screen and the arrow points to a certain angle, and since I will have more than one arrow I can't draw them all directly on the center of the screen because they look all bunched up on top of each other. So I though about an imaginary circle which center is the center of the screen, and the arrows would be placed on this circle circumference. An image that explains it what I am trying to calculate. Google teach me that I can find those points using: So I am trying to use that in Arma with DrawIcon3D (since this command allow me to set the angle of the arrow): onEachFrame { _angle = 180; _radian = _angle * pi / 180; // rad _angle _xx = 0.5 + 0.2 * cos(_radian); _yy = 0.5 + 0.2 * sin(_radian); _pos = screenToWorld [_xx, _yy]; drawIcon3D ["\A3\ui_f\data\map\Markers\Military\arrow2_ca.paa", [1, 1, 1, 1], _pos, 1, 1, _angle, "", 0, 0.03, "default"]; }; That results is: If I change the _angle to -90 (angle seems to be reversed and positive 90 acts like 270, but idc about that right now), this is the result: No matter what value I set in the _angle variable, the arrow is always on the same position, which seems to be the position corresponding to _angle = 90 (or -90). Does anyone knows how could I get this working?
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Calculating point in circle circunference gives always same result
wok replied to wok's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Sorry Larrow I missed your question. I am using DrawIcon3D instead of dialogs for a few reasons: I don't know how to control the arrow angle using dialogs. ALso, the arrows would only be on the center of the screen when the unit/object is outside the visible screen, and when this unit become visible the arrow kinda animate from the center of the screen circle to the unit position, and then it follows it while it's inside the visible screen, when I do that using dialogs it looks all laggy, DrawIcon3D is much smoother. I had a few other reasons but can't think about them right now. ----------------------------------------------------------------------------------- I almost have it all working but there's one last major problem. Using Larrow's last posted code to test, when you look above the horizon the arrows will stop moving in the Y-axis. It looks like this: I found some code snippet on the feedback page that makes an object stay (kind of) on the screen center even when looking above the horizon line: oneachFrame { _camDir = ([(positionCameraToWorld [0,0,0]), (positionCameraToWorld[0,0,1])] call BIS_fnc_vectorDiff); _pos = ASLToATL ([eyePos player, _camDir] call BIS_fnc_vectorAdd); drawIcon3D ["\A3\ui_f\data\map\Markers\Military\arrow2_ca.paa", [1, 1, 1, 1], _pos, 1, 1, 180, "", 0, 0.03, "default"]; }; But still haven't figured how to implement both codes together. ----------------------------------------------------------------------------------- EDIT: Now that I think about it, since I am using the arrows to point at units/objects direction, it wouldn't make sense to keep them on the same position on the circle when looking up, instead I should adjust the angle to point at the unit/object position relative to the center of the screen. I gotta go out now, I will try to do some test and post the code if I manage to get something working when I come back at night. -
Creating a small point of light using #lighpoint
wok posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I recently found about #lightpoint and have been playing around with it with some of the commands I found: _light = "#lightpoint" createVehicle position player; _light setLightColor [17,65,95]; _light setLightAmbient [0.1,0.1,0.6]; _light setLightAttenuation [0.5,0,0,300]; _light setLightIntensity 100; _light setLightFlareSize 0.5; _light lightAttachObject [player, [0,0,2]]; But I can't achieve what I am looking for, all the lights I create are too "diffuse", what I want is to concentrate all the light in a small point, sort of like a led (but a little bigger, about the players hand size). Does someone know how to do this? -
Search for Gunshopscript
wok replied to Cype_Revenge's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Maybe you are missing this file: https://github.com/A3Wasteland/ArmA3_Wasteland.Altis/blob/Development_main/storeConfig.sqf ?