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About fn_Quiksilver

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    Warrant Officer

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  1. fn_Quiksilver

    Soldier Tracker ( Map and GPS Icons )

    Thanks for the suggestions! 1 - We don't have much control over the Group Icons, there is an offset argument in the function but it is what it is, there is no fine-grain control. Only what is afforded here: https://community.bistudio.com/wiki/setGroupIcon 2 - Which icon shadow are you talking about? Map or GPS? 3 - It would be possible to modify your version to change the color of the player icon, but there is more to consider. Did you want the different color also when the player is in a vehicle (changing the vehicle icon color)? Color for unit/vehicle icons is entirely set in this section: https://github.com/auQuiksilver/Soldier-Tracker/blob/master/QS_icons.sqf#L254-L331 For a quick fix to change color of the player-on-foot icon, we would insert a line between these two with the players color https://github.com/auQuiksilver/Soldier-Tracker/blob/master/QS_icons.sqf#L315-L316 _c = [_c,[1,0,0,1],[0,1,0.5,1],[0,0.5,1,1],[1,1,0,1]] select _teamID; _c set [3,_a]; So we would change the player color like this: _c = [_c,[1,0,0,1],[0,1,0.5,1],[0,0.5,1,1],[1,1,0,1]] select _teamID; if (_u isEqualTo player) then {_c = [0.5,0.5,0.5,1];}; // Sets the player icon color to Grey. _c set [3,_a]; To change the players group default icon color, just a couple lines above that, you would do this: if (_s isEqualTo CIVILIAN) then {_c = _QS_ST_X # 12;}; if (_u in (group player)) then {_c = [0.5,0.5,0.5,1];}; // overwrite the above values if the unit is in the players group. Sets the players group color to grey, unless they are in a Team. _c = [_c,[1,0,0,1],[0,1,0.5,1],[0,0.5,1,1],[1,1,0,1]] # _teamID; _c set [3,_a];
  2. fn_Quiksilver

    Apex Framework

    Small news update Discord locked my account and is requesting me to send them an IRL photo + photo of my drivers license to re-access my account. As such I won't be using discord until they sort their shit out, so I won't be able to view or respond to queries on our discord server. To contact me, do it here or in PMs.
  3. fn_Quiksilver

    Make all DLC Maps Free

    The issue is, I will never play Livonia with more than 20 people on a public server, because not enough people own Livonia for a public server to retain a steady server pop of 20+. So despite owning this nice DLC map, I'll never really get to enjoy it aside from singleplayer or maybe 2-4 player coop. Ditto to Weferlingen and creator DLC terrains. They will never hold a steady server pop, basically private match only. Who would even work on singleplayer content for terrains that nobody owns? If you spend 500 hours creating nice missions for a terrain, which will you choose if you actually want people to play it and get feedback from it? Altis, or Livonia? For creators, there is close to zero incentive to work on content for DLC terrains, unless your content is procedural and can be deployed on any terrain. Even then, the time/effort spent porting from Altis to Livonia is largely wasted time since nobody will bother to play it. Only DLC terrain that has enough customers to fill a server, is Tanoa. Even then, its only 3-4 servers worldwide. For these reasons, I support DLC terrains being free access, even if I paid and others did not. I paid for Livonia and don't really get to enjoy it beyond the campaign. Allow for a 6-12 month commercial period for the DLC terrain, then unlock it.
  4. fn_Quiksilver

    Mission Idea - need help. RTS mission making

    Sounds huge. 1500 hour project for someone who knows what they're doing, to create all from scratch.
  5. fn_Quiksilver

    Apex Framework

    Hey, glad you enjoy. Which mods are you trying to install?
  6. fn_Quiksilver

    Apex Framework

    PM me a copy of your servers RPT file Also easier to get in touch on our Discord, linked in the original post.
  7. fn_Quiksilver

    Apex Framework

    Updated to 1.1.9 Removed real_date.dll extension dependency, AI tweaks, bug fixes - [ADDED] New script commands (systemTime, getAttackTarget, etc). - [TWEAKED] Vehicle Active Protection System to improve player-vehicle protection from enemy AI-fired projectiles. - [TWEAKED] AI awareness of hostile (player occupied) buildings. - [TWEAKED] Added civilian Tractor to easter eggs - [TWEAKED] Enemy MG towers no longer spawn on roads, probably. - [TWEAKED] Server security to A3 2.00 compatibility. - [FIXED] Friendly AI vehicles could spawn at some enemy objectives. - [FIXED] Custom terrain structures will no longer delete at the start of Defend missions/end of AO when players are nearby. - [REMOVED] real_date.dll extension dependency Server admins no longer need to use the real_date.dll extension to have built-in mission restart functionality. In addition, some AI improvements and general bug fixes. Next update will introduce player sandbag deployment, AI brain improvements, and some mission content. ETA 4 weeks.
  8. fn_Quiksilver

    Scheduling and Compiling

    as a general rule for optimization, call/execute/evaluate code as infrequently as possible while still accomplishing the task. very few things need to be executed each frame, examples being visual things like GUI. Things that aren't seen by the player dont need to be updated very frequently
  9. fn_Quiksilver

    Apex Framework

    Mission update in the pipeline. Main change is removing dependency of the real_date.dll extension
  10. fn_Quiksilver

    Group Management Script

    there is a group management system in vanilla since then https://community.bistudio.com/wiki/Arma_3_Dynamic_Groups
  11. fn_Quiksilver

    General Discussion (dev branch)

    impressed with the script commands coming, thats a lot!
  12. Finding flat spots in forests is tricky, since most of the built in SQF commands like isFlatEmpty will fail due to the object/tree density. Those won't really help him. A function like getTerrainHeightASL is more useful for solving this problem. You'll need to test different positions for flatness (within a radius). A way to do that is to get a reference position (random position), then get 6-12 radial positions around it in all directions. Then calculate the angle of the Z-axis (height) delta of each of those positions from the reference position. If some of those radial positions Z-axis are much different from the Z of the reference position, then a slope exists at that site. Iterate over the random pos code until you've found a position where the Z axis is consistent. here is how I attempted it: https://github.com/auQuiksilver/Apex-Framework/blob/master/Apex_framework.terrain/code/functions/fn_areaGradient.sqf https://github.com/auQuiksilver/Apex-Framework/blob/master/Apex_framework.terrain/code/functions/fn_terrainGradAngle.sqf And in practice, I used it to find a Forested + Flat position with a block like this: https://github.com/auQuiksilver/Apex-Framework/blob/master/Apex_framework.terrain/code/functions/fn_SMregenerator.sqf#L21-L41 _bestPlaces = '(1 + forest) * (1 - houses)'; private _nearestTerrainObjects = []; _basePosition = markerPos 'QS_marker_base_marker'; _baseRadius = 1500; _fobPosition = markerPos 'QS_marker_module_fob'; _fobRadius = 300; _posGradient = 0; for '_x' from 0 to 99 step 1 do { _spawnPosition = ['WORLD',-1,-1,'LAND',[1.5,0,0.1,3,0,FALSE,objNull],TRUE,[[0,0,0],300,_bestPlaces,15,3],[],FALSE] call (missionNamespace getVariable 'QS_fnc_findRandomPos'); _posGradient = [_spawnPosition,12] call (missionNamespace getVariable 'QS_fnc_areaGradient'); if ( ((_usedPositions inAreaArray [_spawnPosition,500,500,0,FALSE]) isEqualTo []) && ((_allPlayers inAreaArray [_spawnPosition,500,500,0,FALSE]) isEqualTo []) && (!([_spawnPosition,150,8] call (missionNamespace getVariable 'QS_fnc_waterInRadius'))) && ((_spawnPosition distance2D _basePosition) > _baseRadius) && ((_spawnPosition distance2D _fobPosition) > _fobRadius) && ((_spawnPosition distance2D (missionNamespace getVariable 'QS_aoPos')) > 1000) && ((_posGradient < 5) && (_posGradient > -5)) && (((_spawnPosition select [0,2]) nearRoads 100) isEqualTo []) ) exitWith {}; };
  13. fn_Quiksilver

    Apex Framework

    https://community.bistudio.com/wiki/Arma_3_Dynamic_Groups The mission uses the vanilla Dynamic Groups system. I don't believe it's possible to configure a maximum group size, although I could be wrong.
  14. fn_Quiksilver

    Apex Framework

    looking into it now. around base the vehicle respawn distance is quite small for all vehicles. away from base, it depends on the type of vehicle. for instance a helicopter, will search for nearby pilots. If there aren't any pilots within the radius, the helo will despawn (even if there are non-pilots nearby). for land vehicles it is more simple, checking for any players nearby. this helicopter detail is to prevent situations where helis are abandoned in the field but dont respawn due to infantry players being nearby. in some cases--where lots of helis go down in the combat area--this will ensure that there are helicopters available at base.
  15. fn_Quiksilver

    Apex Framework

    Is this related to side mission reward vehicles, or all vehicles? If just the reward vehicles, then its a known issue