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Posts posted by Von Quest
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You're idea of optimized is ridiculous. Millions of dollars of talent, and decade of development, and you think an entire team just forgot to hit the magical "optimization" button?.... C'mon man. Think it through.
You can't compare two completely different maps. Apples and oranges. Game design is incredibly complicated and intensely technical.
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Project C.O.R.E, has been re-activated as a Stand-Alone Project as part of my Zero Dark Zero series of addons/mods.
C.O.R.E is currently the only project active on Steam. The other sub-projects will be added slowly over this winter, 2021.
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This Project, the full ZeroDarkZero / SpookWarCom (whatever you call it), has been officially broken back up into smaller stand-alone sub-projects.
This was how it was originally intended in the beginning, and will be much easier to manage, and the public to to use as everything will be segregated into its own smaller Steam Workshop Pages.
Feel free to continue to use this "all-in-one" Thread for MOST PROJECTS of my mine for ArmA 3 if that works better for you. Most Projects will continue to fall under the "Zero Dark Zero" umbrella, to make finding everything easier.
I'll be posting on EACH sub-project as they are updated on the old original Threads, starting with C.O.R.E.
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-snip-
Nevermind.
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I follow all threads...
Sorry for any confusion. A lot of my projects are a mess right now. I'm currently re-writing and re-organizing everything throughout this winter. Also, I lost a HardDrive this past spring, which set me back even further. Missing/lost a bunch of stuff.
I haven't even used the FUSE stuff in so long, I'm not sure anymore whats what. Its still on the list of things to upgrade and continue. I don't think I even have any of the old documentation. I believe you can only have 1 Bomb active at a time. In the upgrade I'm hoping to set it up so you can set any number and have several on the map.
So sorry to everyone my projects are getting dragged out so long. Super busy this past year. Zero Dark Zero will be broken up and back into smaller more manageable bits/addons. Zero Dark Zero will likely just be the name of the Example Mission and/or the Steam Collection to all my Steam Workshop Items.
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Just paused for now. Will be continuing it this winter I think.
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Precision, Flexibility, and Age.
And I assume you mean commands, as variables are created by the coder/user as you invent the variable/word and spelling at your discretion.
_one = 1;
_num = 1;
_blah = 1;
_two = 1;
_bgsAvH = 1;
All local variables on the left side of the equals sign, are all 1. You make them up. They are just data holders.
_num + _blah = 2
ArmA Scripting Commands (for other new players) :
https://community.bistudio.com/wiki/Category:Scripting_Commands_Arma_3
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Follow the links/posts above. Check the Sticky Posts marked at the top. That being said ....
#1 - Set the units in Blender to Meters. Everything in ArmA is meters.
Then you'll need Alwarren's Exporter Utility:
#2 - Working with Textures, UV Mapping, etc is way easier in Blender (at least for me)
#3 - It's been a long time, but I think you do Animations for Doors/Objects via Configs to set speed, angles, rotations, hinge points, etc (ref links above). You'll need to jump back and forth from Blender to Object Builder several times.
#4 - Same as above. Or Just do a YT search. Note: Some Tutorials and/or reference may sometimes be for ArmA 2. Most still apply to ArmA 3.
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Another option is min/max for the random number if you have a large range :
_rNum = [1,40] call BIS_fnc_randomInt;
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_rNum = selectRandom [1,2,3,4,5];
if ( _rNum == 1 ) then { execVM "script1.sqf"; };
if ( _rNum == 2 ) then { execVM "script2.sqf"; };
if ( _rNum == 3 ) then { execVM "script3.sqf"; };
if ( _rNum == 4 ) then { execVM "script4.sqf"; };
if ( _rNum == 5 ) then { execVM "script5.sqf"; };
etc.
If you want to stack the probably of a script (example #1), you can do:
_rNum = selectRandom [1,1,1,1,2,3,4,5];
And so on.
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Did you check Armaholic? The current version is in the full package now called Zero Dark Zero (on Steam).
If you didn't want all the other files, you can delete the extra files and just leave the FROGS .pbo
(you'd have to go into the Steam Folder where the subscriptions are kept)
I'm currently pondering braking up the full Zero Dark Zero pack, back into separate stand-alone projects as it was originally in the beginning.
Not much time to work on ArmA stuff this summer. Spent a lot of time on the Unreal Engine. I'm hoping to get back into modding again this winter.
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Do you play over a Game Map? If it's just inside the Ship, you can make a VR Map and place the Ship/Structure low. Or maybe make some simple alien looking world's that the players don't need to walk on. Just visual only.
The auto-skydiving animation is built-in to the game engine mechanics I believe.
You can script (hacky) a switchMove to counter the skydive.
player switchMove " ";
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I was working on a similar submarine sonar project early this year myself. Yours turned out good. Great job man! Very cool.
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I always thought it was AI skill-based, ... reloadSpeed ?
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Ha! I should have jumped in several days ago....
I was going to say it sounds like you have WAY TOO many things going on. It needs to time load and process it all (if even possible).
Practice running scripts/triggers to spawn/despawn as you go. And/or just WAIT a longer time to let it all process. There is also a Simulation Manager Module to pause things further away on the Map.
Simulation Manager (Module) - sorry, no Wiki
https://community.bistudio.com/wiki/BIS_fnc_moduleSimulationManager
(Modules are found under "Systems" in the Editor)
Dynamic Simulation (Editor Settings & Scripting)
https://community.bistudio.com/wiki/Arma_3_Dynamic_Simulation
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"G_Balaclava_blk", 0,33,
"G_Bandanna_blk", 0.33,
"G_Shades_Black", 0,33
Commas -vs- Periods
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Looks good so far!
Some possible next steps to look into are :
0. ArmA Tools and Samples can be downloaded from Steam
1. Packing a Project into an Add-on/Mod (.pbo files)
2. UV Mapping (for textures, materials, etc)
3. Importing into ArmA from Blender
4. LODs (geo, fire, etc - model.cfg)
5. Configs (functionally that plugs into ArmA Engine, etc)
Here's is a great Utility from Alwarren
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You can turn them Off via the Game Difficulty Settings in the Main Menu.
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HOTFIX
Turned back ON some features to re-enable the Example Setup Mission.This may or may not break other new features. Let me know if there are conflicts or issues.
The Example Setup is now pretty old. Not sure when/if I'll have time to update it.
Haven't had time to try it recently. It may not even work anymore. Good Luck! 🤣
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What do you mean by "locking"?
.pbo (mod/game files) can't really be locked per se. Anything you pack/encrypt, the public can unpack fairly easily.
Are you referring to "Signing" mod files for Server anti-cheat online/public hosting play?
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Thanks man.
This project is being re-written and re-organized under the Zero Dark Zero umbrella (formerly SpookWarCom). The current Example Mission/Setup is broken due to the rewrites, classnames, file-paths, etc.
I ran out of time this past weekend for the fixes. I'm hoping to get it fixed and uploaded this next weekend. Short on time this year.
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UPDATE: v0.5.4
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ADDED: New Mission Type -- Defend the Area/BaseADDED: New Mission Type -- Steal/Recover Vehicle
ADDED: New Mission Type -- Attack Convoy (wip)
ADDED: Several Splash/Loading Screens
ADDED: Combat Divers into Enemy Spawner
ADDED: MachineGunner, and Mortar Enemy Spawner
ADDED: Custom FLAK System, EFXs, etc for Heli Infils
ADDED: KeyCards, AO Intel Maps, etc (still hidden?)
ADDED: a few Storage Crates with extra volume
UPDATED: Overhauled New Heli Infil/Taxi Systems
UPDATED: Overhauled AO Enemy Spawner Systems
(spawns AOs in seconds, 99% increase in efficiency)
UPDATED: Moved numerous systems into new ZDZ
UPDATED: Overhauled several Misc Systems, etc
UPDATED: Overhauled Hit/Damage (may drop weapon, etc)
MISC: Numerous misc tweaks, upgrades, etc. I forgot... LOL
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Edit right inside the Eden Mission Editor. Do not use the MP Version.
The MP Version should just be the exported version from the Original.
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Also, you can usually use/try most things that are locked DLC, as most are already included. You will just get a "reminder" of some kind (icon, splash screen, etc) to nudge or annoy you to buy/unlock it if you use it for too long.
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Custom compositions not saving
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
- Select the entire Composition (drag over with mouse).
- Right-click OVER one of those Objects, select Create Composition.
- Note what Category it's saved in.
Compositions are saved under your Game Profile Folder (documents).
They are not saved in map/mission folders.