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Everything posted by Grumpy Old Man
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Newbie need help with creating global objects
Grumpy Old Man replied to Eblonski's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Why the isDedicated and isServer checks? Where are you calling those functions? Cheers -
how much fps you get on private server ?
Grumpy Old Man replied to empleat100's topic in ARMA 3 - GENERAL
Then why use hardware as an argument to complain about the games fps in most of your posts? Cheers -
how much fps you get on private server ?
Grumpy Old Man replied to empleat100's topic in ARMA 3 - GENERAL
Well he already complained that a i7 8700 and a GTX 2080 ain't enough for this game: So either he doesn't even own any of the mentioned components and made it up, or he's already playing arma 4. I guess he actually owns an i7 3770k and a GTX 780 with slow as hell RAM (think ~1600MHz) or something along those lines, some fairy told me... Cheers -
You've played to much Arma when:
Grumpy Old Man replied to Gunter Severloh's topic in ARMA 3 - GENERAL
According to nine out of ten psychiatrists I'm mentally 5 years old. Cheers -
how much fps you get on private server ?
Grumpy Old Man replied to empleat100's topic in ARMA 3 - GENERAL
Oh, look. Another game engine expert. Cheers -
Move equiped attachments into backpack or container
Grumpy Old Man replied to Kain181's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Something like this maybe: {test additemcargo [_x,1];player removePrimaryWeaponItem _x} forEach (primaryWeaponItems player); With an ammocrate named test this will remove every item on the players primary weapon and put it into the crate. Cheers -
From what I can tell an i7-9700k will be a good purchase, can be overclocked to ~5.3GHz. Might be the best bet until the next gen i7 equivalent. Also invest in the fastest ram you can buy, since arma also benefits from that (if you're already sporting a good SSD to store your games on). Worth mentioning that to this date most games greatly benefit from high CPU clocks. Cheers
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Make AI shoot only after they got shot first ?
Grumpy Old Man replied to GreenXp's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This is something entirely different from what you were asking in the first post. Cheers -
Make AI shoot only after they got shot first ?
Grumpy Old Man replied to GreenXp's topic in ARMA 3 - MISSION EDITING & SCRIPTING
One solution would be to have both sides set to captive (to make sure AI on player side won't engage indfor AI), also necessary to set indfor to hostile against the players side in the mission editor, which you most likely already have. Then you can either handle the engagement to happen map wide or local within a certain radius of the firer: //initPlayerLocal.sqf player addEventHandler ["Fired",{ params ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_gunner"]; units _unit apply {_x setCaptive false}; if (time < _unit getVariable ["TAG_fnc_revealTimeout",-10]) exitWith {false}; { _x reveal [_unit,4]; _x setCaptive false } forEach (_unit nearEntities viewDistance); _unit setVariable ["TAG_fnc_revealTimeout",time + 10];//will only reveal the unit every 10 seconds when firing }]; Make every indfor and player unit captive at mission start to make this work. When a player fires, all player group members get captive state removed, and the firer will be revealed to everyone within view distance. The reveal will only happen every 10 seconds for performance reasons, also in MP you might need to remoteExec the reveal. You can make it a bit more sophisticated, take average reaction time into account and also consider speed of sound if wanted. Cheers -
Script respawn vehicles
Grumpy Old Man replied to focheur's topic in ARMA 3 - MISSION EDITING & SCRIPTING
That's the expression field, if you use something like this in the objects init field: [ "AmmoboxInit", [ this, true, {(_this distance _target) < 10} ] ] call BIS_fnc_arsenal; then you need to change it into this to make it work in the vehicle respawn modules expression field: params ["_newVehicle","_oldVehicle"]; [ "AmmoboxInit", [ _newVehicle, true, {(_this distance _target) < 10} ] ] call BIS_fnc_arsenal; Cheers -
Script respawn vehicles
Grumpy Old Man replied to focheur's topic in ARMA 3 - MISSION EDITING & SCRIPTING
The respawn module can handle this, parameters passed to the modules expression field are new vehicle and old vehicle, so in the expression field put: params ["_newVehicle","_oldVehicle"]; //do stuff Simply replace "this" from the object init field as you're most likely using with "_newVehicle" without the quotation marks. You can get all kinds of info by hovering the mouse above field descriptors. Cheers -
Just to elaborate further: setVehicleTIPars will allow you to manipulate thermal properties (engine/hull, wheels, weapon), so you can have already heated up vehicles upon mission start. No idea why BI went with that name, setVehicleThermalInertiaParameters would be more obvious, makes the command hard to find and it's not like they did it to keep command names short, looking at commands like leaderboardsRequestUploadScoreKeepBest... Cheers
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Make static vehicles drivable?
Grumpy Old Man replied to The Black Fox's topic in ARMA 3 - MISSION EDITING & SCRIPTING
As far as the trawler goes a simple addForce command will make it move, should be neat enough to see it move along the coastline. Too bad those vehicles were never meant to be driveable, missed opportunity and another feature reduction looking back at arma 2 and its driveable boats and tractors... Cheers -
private & params - I need to finally understand it!;)
Grumpy Old Man replied to Vandeanson's topic in ARMA 3 - MISSION EDITING & SCRIPTING
That's a user error then. Cheers -
get all class names by script
Grumpy Old Man replied to sarogahtyp's topic in ARMA 3 - MISSION EDITING & SCRIPTING
configClasses: _allClassNames = ("true" configClasses (configFile >> "CfgVehicles")) apply {configName _x}; You can add filters for further sorting by author, DLC, etc. Suggest to filter anything that has a scope value of less than 2 if you plan on spawning them. Cheers -
Some problems with CfgSFX
Grumpy Old Man replied to Rokuruta's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Then I suggest one of various scripting tutorials for arma. Mr. Murrays guide might be for A2, most stuff still holds true and should get you started. Also google is your friend. Don't expect to get into it within a day, 2-3 weekends with 2-3 hours per day should be plenty though. Cheers -
Door lock script
Grumpy Old Man replied to SporeLamm21's topic in ARMA 3 - MISSION EDITING & SCRIPTING
From what I can tell he just comments out the first if line, maybe to switch around for testing purposes, no idea. Cheers -
Door lock script
Grumpy Old Man replied to SporeLamm21's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Alternatively you can expand upon this: Should have the functionality covered and get you started. Cheers -
Trigger Area for automated Kart repair
Grumpy Old Man replied to Bobblehead84's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Most barebones solution would be to simply place a repair truck nearby. Vanilla repair truck is holding 1 trillion (1x10^12 or 1.000.000.000.000) repair cargo, should last for an afternoon. Cheers -
WARLORDS PvP Servers Being Hacked. NO ADMINS makes this game not worth playing.
Grumpy Old Man replied to knip1112's topic in ARMA 3 - GENERAL
Why not simply join a community and get whitelisted to play on their server? Reduces the amount of "hackers" by a great margin. Cheers -
AI shoot only if attaced.
Grumpy Old Man replied to Pba (DayZ)'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
It's recommended not to be used during mission runtime, as stated on the wiki. Cheers -
Any questions about Arma 3
Grumpy Old Man replied to valentin2's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Going from 5.6ms to 5.76ms isn't that big of a deal, especially if it's a one time only thing. Performance matters much more if you run that stuff multiple times per frame or over huge data sets. It's most likely a no brainer if a command is 2-3 times as fast (and most likely changing the approach will yield better performance improvements than comparing the speed of two different commands), but for a 2-3% speed difference? Personal preference I guess. Cheers -
How to put custom Textures in a mission !
Grumpy Old Man replied to exevankeko's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Maybe it's top secret, who knows? Cheers -
Attach speaker to chopper problem
Grumpy Old Man replied to Taylor1984's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Had a 15" DD sub in my car during my early days, powered by ~3kW. Can confirm. Cheers -
How to put custom Textures in a mission !
Grumpy Old Man replied to exevankeko's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Let me guess, you used setObjectTextureGlobal from an objects init field? Check the wiki link for the command as posted above and go through the linked discussion to see use cases on how to properly use this command to work in MP environment. As for suggestions you might post how/what you tried if you want to get any closer to a possible solution. Cheers