ange1u5
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Everything posted by ange1u5
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Help moving aircraft and their waypoints...
ange1u5 replied to ange1u5's topic in ARMA 3 - MISSION EDITING & SCRIPTING
SetVelocity works too though I need to tweak the numbers, the planes are more or less doing what I want them to right now. Thanks again :) -
Help moving aircraft and their waypoints...
ange1u5 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I've been tring to move some aircraft and their waypoints based on certain mission parameters the player chooses on startup. Its just two A-164's which are grouped that fly over on the mission start then just follow a series of waypoints. I've attempted to use this code: { _x enablesimulation false; } foreach group plane1 plane1 setPos (MarkerPos "c2plane1"); plane2 setPos (MarkerPos "c2plane2"); { _x enablesimulation true; } foreach group plane1 [group plane1, 1] setWPPos (markerPos "c2wp1"); [group plane1, 2] setWPPos (markerPos "c2wp2"); [group plane1, 3] setWPPos (markerPos "c2wp3"); [group plane1, 4] setWPPos (markerPos "c2wp4"); [group plane1, 5] setWPPos (markerPos "c2wp5"); [group plane1, 6] setWPPos (markerPos "c2wp6"); [group plane1, 7] setWPPos (markerPos "c2wp7"); Nothing seems to happen and in fact breaks the SQF file it goes into (which moves other objects in the mission). Any and all help appreciated :) -
Help moving aircraft and their waypoints...
ange1u5 replied to ange1u5's topic in ARMA 3 - MISSION EDITING & SCRIPTING
A bit of time is an understatement :P Its this mission here. Currently on v1.5 where its just a single race. But now with help I've been learning how to setup a parameter to move all appropriate objects to other locations allowing me to make a multi-course race. I'm aiming to create 6 variations of my Highway Race to make it more interesting and replayable. This is why the map looks so dense with things :P I will try the velocity code out and let you know :) Also will look into the simulation manager too! -
Help moving aircraft and their waypoints...
ange1u5 replied to ange1u5's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ha well complex is already describing my mission, I point you to this screenshot :D http://uploadpie.com/3nCU2 Planes are down the bottom left :P -
Help moving aircraft and their waypoints...
ange1u5 replied to ange1u5's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yep it works :D Though it looks like they're starting from 0 speed because they nosedive sharply before gaining speed to level off! -
Help moving aircraft and their waypoints...
ange1u5 replied to ange1u5's topic in ARMA 3 - MISSION EDITING & SCRIPTING
So basically should end up looking like this? {_x enablesimulation false} forEach (units group plane1); _mkrPos1 = markerPos "c2plane1"; _spawnPos1 = [_mkrPos1 select 0, _mkrPos1 select 1, 1000]; plane1 setPosATL _spawnPos1; _mkrPos1 = markerPos "c2plane2"; _spawnPos1 = [_mkrPos1 select 0, _mkrPos1 select 1, 1000]; plane2 setPosATL _spawnPos1; {_x enablesimulation true} forEach (units group plane1); [group plane1, 1] setWPPos (markerPos "c2wp1"); [group plane1, 2] setWPPos (markerPos "c2wp2"); [group plane1, 3] setWPPos (markerPos "c2wp3"); [group plane1, 4] setWPPos (markerPos "c2wp4"); [group plane1, 5] setWPPos (markerPos "c2wp5"); [group plane1, 6] setWPPos (markerPos "c2wp6"); [group plane1, 7] setWPPos (markerPos "c2wp7"); -
Help moving aircraft and their waypoints...
ange1u5 replied to ange1u5's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Great that works! However the planes are now spawning on the ground and there's no altitude to set for a marker position. I'm guessing getPosATL/setPosATL is the key there, but not sure what order it needs to be in for the code :( -
Help moving aircraft and their waypoints...
ange1u5 replied to ange1u5's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Has made no difference I'm afraid, the code is still not executing properly. When I place the code at the beginning of this SQF its in, anything below it doesn't work so its getting stuck somewhere. -
randomWeather2 Script - Dynamic Weather For A3
ange1u5 replied to meatball's topic in ARMA 3 - MISSION EDITING & SCRIPTING
At least until BI break something for you anyway, thats what brought me back to my mission after months of not touching it ;) -
New version release: v1.5 Changelog New Features: * - OPFOR controlled AH-9 attack helicopters have been added in! Though this feature is disabled by default (see parameters), I felt some extra incentive to drive fast would help spice the mission up a bit. They are spawned around the course and will attack and chase any racer they see. There's only four of them, so don't worry about being swarmed by them. Remember at top speeds your car can easily outrun the AH-9. * - Parameter added to enable/disable the OPFOR controlled AH-9 attack helicopters. (Disabled by default) * - Parameter added to enable/disable all civilian traffic (Enabled by default) * - Parameter added which locks the player to first person only in a vehicle (Enabled by default) * - New repair script added. * - Parameter added which modifies the repair variable to your car. Each variable will affect the maximum top speed of your car should you damage and then have to repair it. Other changes: * - Player Limit increased from 10 to 14 race slots. * - Additional starting weather parameters, changed Fog and split it into Light, Moderate or Dense Fog. Good luck racing in dense fog =D * - Default starting weather changed from Random to Clear. Though i'd prefer to keep it on random, some people may not be prepared for dense fog racing on their first time =D * - All lights that spawn for night time racing have been reworked. Checkpoints should look alot prettier and far better lit now, orange glow from warning flags is better and several red lights added to various barriers or other obsticles you need to avoid. * - Additional barriers added at various points along the course to help keep the player on track (or crash and die horribly). * - A pair of asthetic A-164 Wipeouts will fly over and around Kavala during the start of the race. (note they will not engage the OPFOR helos if you enable them) * - Opening text and briefing texts have been rewritten to reflect recent changes. Fixes: * - Civilian traffic should (hopefully) work properly. Sometimes the triggers would not fire and the traffic would simply sit there creating annoying obsticles. Please let me know if this still happens. * - Civilian traffic will now turn their lights on at night. * - Initial spawn loadout when you first join the game. Sometimes would not spawn properly and prevented you from repairing your car until you respawned.
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The Great Altis Highway Race - Kavala to Molos v1.5 - By Angel Welcome to the Great Altis Highway Race. In this mission you have but one objective: Starting just south of the major city of Kavala, you will race along the main highway road of Altis all the way to the small town of Molos in the far north-east of the country - a distance of almost 32km! - using the fastest cars in Arma 3, the Civilian Hatchback Sport. First one there wins! This is a Multiplayer mission only! There are no AI to race against, so you need at least one other person in order play. You can race with up to 13 other players plus 4 civilian observer slots for anyone wishing to document a race from above. There are no rules beyond getting to the end of the race, so its up to you to decide how you want to do it! Features: * - Choose what kind of weather and time of the day you wish to race in. Do you dare race at night in the fog? (Default is Clear) * - Several Checkpoints will be along the route where players may respawn (once passed) and get new cars if they trash their last one! * - Players can repair their car if they damage it. And trust me you will damage it! However your top speed is affected by the damage and you may not be able to go as fast as you could before. A finite supply of new cars can be obtained at any Checkpoint to restore your maximum speed of 326km/h! * - Civilian traffic can be expected along the highway, possibly around that next corner... (can be disabled) * - Players locked to first person whilst driving (can be disabled). * - OPFOR Helicopters: Want to spice the mission up? In the setup parameters, why don't you enable these OPFOR controlled AH-9 helicopters. They don't like racers and will attempt to chase and destroy any they see! (disabled by default) Hopes for the Future: It is my hope I can make multiple versions of the course within the same mission. If I can pull this off, you can expect to see several choices of course along the Highway to race upon, giving the mission alot of extra replayability! I'm always willing to hear of any suggestions you may have, so don't hesitate to leave a comment or start a discussion! =) Please also help keep the mission stable and report any bugs, glitches or problems to me! Many thanks and I hope you all enjoy the mission =) Additional Credits: Lala: Author of the Repair script as well as being a huge help with the coding in general, allowing me to put out features I've wanted for a while but didn't know how to do! Kylania: Author of the checkpoint respawn script. Other Scripts used: Random Weather v0.9 Script by Meatball Player Markers v2.6 Script by aeroson Download Links: Steam Workshop Armaholic Mirror Dropbox Videos: (captured in v1.3 of the mission) (captured in v1.3 of the mission)Screenshots: Screenshot 1 Screenshot 2 Screenshot 3 Screenshot 4 Screenshot 5 Screenshot 6 Screenshot 7
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randomWeather2 Script - Dynamic Weather For A3
ange1u5 replied to meatball's topic in ARMA 3 - MISSION EDITING & SCRIPTING
No I definitely want the choice of different weather for my mission here. I just think racing in dense fog is a funny challenge. Ideally to give the options of light, moderate or dense fog to race in ;) But I will try this change, thank you :) Edit: Tried the change and added in additional cases to give separate fog choices (and made dense fog denser :D). Thanks again for your help :) -
randomWeather2 Script - Dynamic Weather For A3
ange1u5 replied to meatball's topic in ARMA 3 - MISSION EDITING & SCRIPTING
How can I add a parameter specifically telling it to be Dense or Heavy Fog? At the moment when you select Fog it randomly selects one of the possible Fog forecasts whereas I want something more specific if possible? Am a coding noob so help very much appreciated :) -
So for my Highway Race mission (http://steamcommunity.com/sharedfiles/filedetails/?id=179806293) - which I hope some of you have played - there is civilian traffic I put all along the route. These are just simple vehicles I've plopped down in the editor and given them a series of waypoints along the road which they start driving to after players hit the appropriate triggers as they progress along the route. So I'm wondering, can I set a startup parameter in the lobby to enable/disable all the civilian traffic I put in by putting in the appropriate code on the units, or does this require restructuring the entire traffic system I put in? Any and all help appreciated :)
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Question on mission start parameters and how to set it to enable/disable things...
ange1u5 replied to ange1u5's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm curious, do you think that editing the loadout will stop this awful monster bug? http://uploadpie.com/UvTa2 It seems to only happen when you have 2 or more players, some players will end up spawning with default loadout (including gun) but end up with these disturbing 'Thing' like character models :P Once you respawn, it switches to the basic loadout I put in place. I appreciate the repair script, however I would prefer the cars stay somewhat damaged after a repair as I feel it adds to the dynamics of the race. I always did feel though the performance drop in the cars was TOO much once they were damaged, so maybe an in-between number say 75-80% repaired. Still puts them over 240km/h or more but loses out in the long straights. I did think about locking civ cars, but I wanted as few restrictions as possible to facilitate emergent gameplay behaviour. Especially if other players decide to trash cars at checkpoints, getting into a civ car may be your only hope of staying in the race :D -
Question on mission start parameters and how to set it to enable/disable things...
ange1u5 replied to ange1u5's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thats what happens when you have no effing idea what you're doing with code and just trying to piece it together from other peoples questions and attempts to do things :D Your help is much appreciated. I'll implement this later and see how it goes :) -
Question on mission start parameters and how to set it to enable/disable things...
ange1u5 replied to ange1u5's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You can grab the raw files here: https://www.dropbox.com/s/r33gbst3y7tyn1m/AltisRace.Altis.rar I only put in 2-3 vehicles to remove as a test bed. No point doing it with the dozens of vehicles until I know it works. I can do all the hard legwork, just need some help being shown the way ;) -
Question on mission start parameters and how to set it to enable/disable things...
ange1u5 replied to ange1u5's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Got the crash to go away, but I can't get the parameter to show up :( -
Question on mission start parameters and how to set it to enable/disable things...
ange1u5 replied to ange1u5's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Sweet, I'll give this a shot and see how it goes. Many thanks for your help :) ---------- Post added at 13:00 ---------- Previous post was at 12:47 ---------- Hmm getting a crash each time I try to load my mission now. I do have other params here so its possible the code needs to be tweaked. This is why my description.ext current looks like: I do have other params here so its possible the code needs to be tweaked. This is why my description.ext current looks like: allowFunctionsRecompile = 1; class Header { gameType = RC; minPlayers = 2; maxPlayers = 14; }; respawnTemplates[] = {"MenuPosition"}; respawn = "BASE"; respawnDelay = 8; class Params { // paramsArray[0] class initialWeatherParam { title = "Starting Weather"; values[] = {0,1,2,3,4}; texts[] = {"Clear","Overcast","Rain","Fog","Random"}; default = 4; }; //paramsArray[0] class TimeOfDay { title = "Time of Day:"; values[] = {0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19 ,20,21,22,23}; texts[] = {"0000","0100","0200","0300","0400","0500","0600", "0700","0800","0900","1000","1100","1200","1300"," 1400","1500","1600","1700","1800","1900","2000","2100","2200","2300"}; default = 10; }; }; -
[MP/RC] - The Great Altis Highway Race - Molos to Kavala
ange1u5 replied to ange1u5's topic in ARMA 3 - USER MISSIONS
Mission updated to v1.1, change notes below: [NEW]: Added two startup parameters when you first host the mission (Select Parameter at the top right in lobby): Set Weather (random weather script by Meatball): Select from clear, overcast, rain, fog or random - Default setting is Random! Set Time: Set what time of the day you wish to race in - Default setting 10am. [REMOVED]: Changing to night time via the laptop at the start of the race. Redundant with the new startup parameter. [FIXED]: Respawn system finally working again as intended. You will once again respawn at the appropriate checkpoint as each player passes it. -
[MP/RC] - The Great Altis Highway Race - Molos to Kavala
ange1u5 posted a topic in ARMA 3 - USER MISSIONS
The Great Altis Highway Race - Molos to Kavala v1.1 Molos to Kavala - By Angel This is the reversed version of the original race mission. Version 1.1 is the most recent. Your mission is simple, you must race from one end of Altis to the other. Starting at Molos, you will race along the entire length of the map utilising the main highway road all the way to the finish line just south of Kavala. This is a multiplayer mission only, there are no AI to race against. So the more people you have the better up to a maximum of 10 players (+4 for race spectating). Flags along the route mark hazardous corners or checkpoints where you can pick up a fresh, undamaged car should you wreck the one you were driving. All players can repair their cars to a certain point, but your maximum speed will be severely reduced. You have no weapons, but you are free to do whatever you can to win or to implement your own rules for the race. Comments, suggestions or bug reports welcome. Download Links Steam Workshop Armaholic Mirror Screenshots Screenshot 1 Screenshot 2 Screenshot 3 Screenshot 4 -
No respawn positions availiable...
ange1u5 replied to ange1u5's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Solved. By adding: BIS_fnc_initRespawn = {true} to the INIT field of units and spawn markers and putting: allowFunctionsRecompile = 1; in description.ext, fixed my problem with using MenuPosition (referenced this ticket http://feedback.arma3.com/view.php?id=18359 and post by d3nn16). Thanks for your help guys :) -
Hey guys. Its been brought to my attention that my mission (Great Altis Highway Race http://steamcommunity.com/sharedfiles/filedetails/?id=179806293) no longer works properly as when players attempt to start it up, they simply get a menu screen with 'No Respawn Positions Available' and the respawn button disabled. Its been several months since I last did any kind of mission editing so my knowledge has lapsed a bit and I'm not sure where to look. I saw somewhere that BI broke "MenuPosition" command when defining RespawnTemplate. I set it to "counter" as someone suggested so now respawn does work but is not following the respawning rules set up before (passing checkpoints moved your individual respawn point). Is there a solution or will I have to wait for BI to fix something? Any help appreciated :)
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Not possible, AI wasn't designed to race in A3 :P Anyway, mission updated to v1.4, change notes below: [NEW]: Added two startup parameters when you first host the mission (Select Parameter at the top right in lobby): Set Weather (random weather script by Meatball): Select from clear, overcast, rain, fog or random - Default setting is Random! Set Time: Set what time of the day you wish to race in - Default setting 10am. [NEW]: Barriers put in place at a couple of sharp turns where players would tend to go off course without realising. Instead of just sailing through, you will instead likely end up crashing and exploding at high speed =D [REMOVED]: Changing to night time via the laptop at the start of the race. Redundant with the new startup parameter. [FIXED]: Respawn system finally working again as intended. You will once again respawn at the appropriate checkpoint as each player passes it.
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No respawn positions availiable...
ange1u5 replied to ange1u5's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Isn't that just a blanket respawn for all on a particular side though? The issue I may have here is that the respawn point is moved per individual player as they pass checkpoints (not home right now, can't test). So if player 1 dies after he passed checkpoint 1, he respawns at checkpoint one. But if player 2 then dies before he passes checkpoint 1, he will respawn at the start line instead because he didn't pass the trigger for it. Hope that makes sense :P