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Everything posted by Grumpy Old Man
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Contact Expansion Asset Feedback
Grumpy Old Man replied to DnA's topic in ARMA 3 - DEVELOPMENT BRANCH
Judging from his video he's using the devbranch build. Didn't run into this on the rc build 1.94, shot my fair share of units (at the very least 200) with both shotguns and slugs/pellets. Cheers -
Contact Expansion Asset Feedback
Grumpy Old Man replied to DnA's topic in ARMA 3 - DEVELOPMENT BRANCH
Are you sure there aren't any mods interfering? Cheers -
Contact Expansion Asset Feedback
Grumpy Old Man replied to DnA's topic in ARMA 3 - DEVELOPMENT BRANCH
Missing proper music: https://www.youtube.com/watch?v=qURei6svd90&list=PLC0616B60014748B6 Cheers -
Contact Expansion Asset Feedback
Grumpy Old Man replied to DnA's topic in ARMA 3 - DEVELOPMENT BRANCH
The spread from the sawed off 12g kozlice is pretty nice and authentic from testing up to 200m, something most games get wrong. Definitely gonna be fun using any of the new shotguns, very reliable in taking out tires. Cheers -
AI Driving - Feedback topic
Grumpy Old Man replied to klamacz's topic in ARMA 3 - DEVELOPMENT BRANCH
From what I can tell concerning AI tank path following (always tested with editor placed "AWARE" units) it seems that tanks tend to cut corners even more extreme than before, often leaving the road/path for 1.2x the vehicles width. Also had some weird path decisions (only happens with tanks in aware mode, car class vehicles stay on the road in aware, tanks will also stay on the road but only in safe mode) on livonia, like seen in the picture: Slammer(up): Prowler(HMG): All in all tank driving and collision avoidance seems more stable than prior to the tweaks. Curious about what others have observed since. Cheers -
Cant get isFlatEmpty to work
Grumpy Old Man replied to gc8's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Well indeed, added in 1.92, good to know. Cheers -
Soundtrack unavailable unless I re-buy all the APEX edition content?
Grumpy Old Man replied to Deathstruck's topic in ARMA 3 - GENERAL
Any updates on this? Cheers -
Cant get isFlatEmpty to work
Grumpy Old Man replied to gc8's topic in ARMA 3 - MISSION EDITING & SCRIPTING
What bunker did you mean in your first post? Depending on position some vegetation might also interfere, hard to tell without further details. Cheers -
Cant get isFlatEmpty to work
Grumpy Old Man replied to gc8's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I meant the distance for the getPos command. Cheers -
Cant get isFlatEmpty to work
Grumpy Old Man replied to gc8's topic in ARMA 3 - MISSION EDITING & SCRIPTING
He's looking for a spot behind a bunker, no idea if he intends to spawn stuff there or simply wants to setPos the units. Try increasing the distance. 5m might not be enough since it's calculating from model center [0,0,0] as far as I know. Seeing how macroscopically inaccurate the boundingboxes are I wouldn't be too surprised. Outer frame: boundingBox Inner frame: boundingBoxReal Might need a boundingBoxForReal command... Cheers -
CRV-6e Bobcat use in mine/ied clearing
Grumpy Old Man replied to jonipetteri's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Quite a lot of stuff has hidden animations, you can open the doors on almost all vehicles, hide the backpacks on the offroad/tanks etc. Cheers -
switch through array without selectRandom
Grumpy Old Man replied to Alert23's topic in ARMA 3 - MISSION EDITING & SCRIPTING
In this case nul will hold the return value. It's just odd practice since more than 90% of all Arma scripting guides use nul/null/0 in their examples. .sqf equivalent to foo bar I guess. Indeed, my grumpy old eyes are failing me, gonna have to revisit some scripts of mine, heh. Edit: Implemented the more efficient and pretty funky solution provided by @Dedmen: //init.sqf or wherever it may fit, for MP use initServer.sqf TAG_fnc_loadouts = ["scripts\Gear1.sqf", "scripts\Gear2.sqf", "scripts\Gear3.sqf", "scripts\Gear4.sqf", "scripts\Gear5.sqf"]; //initPlayerLocal.sqf SelectGear = (findDisplay 46) displayAddEventHandler ["KeyUp", "if ((_this select 1) == 57) then { nul = [] execVM TAG_fnc_loadouts#(TAG_fnc_loadouts pushBack (TAG_fnc_loadouts deleteAt 0)); };" ]; Just a quick explanation: deleteAt returns the deleted element, as stated in his post above, pushBack returns the index of the pushed element. Cheers -
switch through array without selectRandom
Grumpy Old Man replied to Alert23's topic in ARMA 3 - MISSION EDITING & SCRIPTING
That's exactly what my snippet does, of course you can adapt the array contents to hold the .sqf filename which should be executed, instead of placeholders like "Gear1", "Gear2" etc.: //init.sqf or wherever it may fit TAG_fnc_loadouts = ["scripts\Gear1.sqf", "scripts\Gear2.sqf", "scripts\Gear3.sqf", "scripts\Gear4.sqf", "scripts\Gear5.sqf"]; GOM_fnc_cycleArr = { _current = TAG_fnc_loadouts#0; TAG_fnc_loadouts pushBack _current; TAG_fnc_loadouts deleteAt 0; _current }; //cycle through loadouts SelectGear = (findDisplay 46) displayAddEventHandler ["KeyUp", "if ((_this select 1) == 57) then { _script = [] call GOM_fnc_cycleArr; nul = [] execVM _script; };" ]; Cheers -
switch through array without selectRandom
Grumpy Old Man replied to Alert23's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Here you go. It's similar, the hash doesn't support the alternate syntax of select, only selects an index from an array, easier to read if you ask me. Cheers -
switch through array without selectRandom
Grumpy Old Man replied to Alert23's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Alternatively you can use this: //init.sqf or wherever it may fit TAG_fnc_loadouts = ["Gear1","Gear2","Gear3","Gear4","Gear5"]; GOM_fnc_cycleArr = { _current = TAG_fnc_loadouts#0; TAG_fnc_loadouts pushBack _current; TAG_fnc_loadouts deleteAt 0; _current }; //cycle through loadouts _gear = [] call GOM_fnc_cycleArr; This will cycle gear1-gear5 infinitely, every time you call the cycleArr function, _gear holds the currently selected loadout. Cheers -
[Release] GOM - Aircraft Loadout V1.35
Grumpy Old Man replied to Grumpy Old Man's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Try testing in vanilla A3 without mods or other scripts running, never tried to implement it into another framework/mod. No idea if wasteland or exile affect vehicle weapons/pylons in any way. Alternatively try asking in the respective threads. Cheers -
How to maintain identical mission on different islands using SVN?
Grumpy Old Man replied to Tankbuster's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Not within 10+ years of using it, no problems so far. Cheers -
Is there a way to limit framerate in Arma 3?
Grumpy Old Man replied to gpha5e's topic in ARMA 3 - GENERAL
https://community.bistudio.com/wiki/ArmA:_Cheats#FPS Was also mentioned in a post on page 1. Cheers -
eventhandlers What exactly are scriptedEventHandlers? [ANSWERED but still very instructive]
Grumpy Old Man replied to ZaellixA's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This will cover most stuff about scripted eventhandlers. Cheers- 60 replies
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Make time run faster at night.
Grumpy Old Man replied to easyeb's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Alternatively one could use BIS_fnc_sunriseSunsetTime. Cheers -
Make time run faster at night.
Grumpy Old Man replied to easyeb's topic in ARMA 3 - MISSION EDITING & SCRIPTING
To make it work no matter the time of day upon mission start: //initServer.sqf GOM_fnc_variableDaytimeSpeed = { while {true} do { setTimeMultiplier ([2,4] select (daytime > 20 OR daytime < 6)); waitUntil {sleep 10;round daytime isEqualTo 20 OR round daytime isEqualTo 6}; }; }; _handleTimeMulti = [] spawn GOM_fnc_variableDaytimeSpeed; You also need to put it inside initServer.sqf in mission root or it won't work. Cheers -
So it's a steam issue as long as they (steam) don't care about the keys? A simple check if the uploaders private key is the same as the keyfile inside the mod he's trying to upload might put a quick end to all this. Cheers
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Arma2 never had ragdolls, just animations that would be played when killed/hit by a vehicle etc., just google arma 2 death animation, I'm sure there's plenty of videos around. There was SLX ragdolls but those weren't ragdolls either, rather than a smart workaround. Porting the death animations would be possible, maybe there's already a mod for it. Cheers
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I actually prefer the death animations as they were in arma 2, in vanilla arma 3 I regularly end up with horrifyingly bent shapes that might very well find their place in some lovecraftian short story: Mind the knees... What arma lacks is a dedicated ragdoll script command (has been requested ad nauseam) or related eventhandler, would make some things possible and would explain the lack of ragdoll mods. Cheers
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A2 Trial by Fire - port to A3 - scripting issues
Grumpy Old Man replied to Johno89's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Well not much you can do other than replacing the BIS function with your own and trying to fix errors that might pop up. Judging from the syntax used in this function it's either ancient or was made by someone who isn't too fond of the recently introduced qol script commands, heh. Cheers