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Everything posted by Grumpy Old Man
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Using Radio Protocol from script (without usage of description.ext)
Grumpy Old Man replied to Grumpy Old Man's topic in ARMA 3 - MISSION EDITING & SCRIPTING
After digging around a bit more I've found the .bikb files being able to do this with the kbtell commands. I used the protocol.bikb from the support provider module and could incorporate it into my own missions, now every unit will play back the correct sentences dynamically over direct, side or global radio. I'm just struggling when wanting to add custom messages from the radioprotocol. In the protocol.bikb there's various sentences defined like this: class Transport_Request { text = $STR_A3_requesting_airlift_at_the_designated_coordinates__over_; speech[] = {SupportRequestRGTransport}; class Arguments {}; }; Looks like the correct sounds are being chosen by using the speech[] parameter. I tried to copy a random sentence from the radio protocol which looks like this: class Support { text = ""; speech[] = {"SentSupportAskHeal"}; class Arguments {}; }; Now when I try it like that: player kbAddtopic["Transport_Request", "protocol.bikb"]; player kbTell [player,"Transport_Request","Transport_Request"]; it's working fine, but when replacing "Transport_Request" with my custom added "Support" sentence nothing's happening. Where can I find the correct sentence in the radioprotocol config? Anyone got any clues? -
AI squads: Assigning and commanding units in fireteams like team "RED" via scripts?
Grumpy Old Man replied to Grumpy Old Man's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Scripting AI with fireteams would have many advantages (way more headroom for the group limit), sharing of enemy positions without the need to run additional scripts etc. Found out another issue, if you're in an AI squad without being the squad leader you're still the formation leader for all subordinate units, they will follow you around. Now if you try to achieve the same thing (basically what I want from the AI to do) with a 100% AI squad without the player it just doesn't work, any move commands will be executed by that unit that receives the command. Weird. I stumbled across setDestination, looks like it could do what I need, the documentation is pretty sparse and it doesn't seem to do anything at all, or maybe I'm missing something -
Bootcamp / VR Discussion (dev branch)
Grumpy Old Man replied to LuLeBe's topic in ARMA 3 - DEVELOPMENT BRANCH
Can't agree more with you. I know that stuff like the Karts and Zeus DLCs have been made by devs in their spare times, but what about that VR/Bootcamp content? I'd love to see BI to flesh out the core game a bit more instead of making a little bit of this, a little bit of that, you get the idea. Don't get me wrong, I enjoy A3 and think it's great, just imagine if they put all that Kart/Zeus/VR effort into the base game, where could it be now? -
AI squads: Assigning and commanding units in fireteams like team "RED" via scripts?
Grumpy Old Man replied to Grumpy Old Man's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yeah, that's my workaround so far, I just hoped that I could improve unit count by dividing squads into 4 fireteams instead of creating 4 new groups for the same cause (not to mention the awkward scripting approach to manage multiple groups at the same time and performance hit). -
Are local variables destroyed at script termination?
Grumpy Old Man replied to m0nkey's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Like you said, I only use them to identify specific units for scripts that have to run multiple times for multiple units on multiple sides so you don't have loads of global arrays clogging up the memory I'm still by far not as knowledgeable as I want to be and might be completely in the dark concerning my scripting methods, every day's a learn day, heh -
Soldiers should not refill their ammo
Grumpy Old Man replied to Voltagez's topic in ARMA 3 - MISSION EDITING & SCRIPTING
BIS_fnc_addWeapon fills your needs. It checks if the unit has a weapon, adds the weapon, and if the unit already has a weapon it only adds ammo. As long as your unit has a rifle and a handgun you're safe to use it. In your case I'd do: [this,primaryWeapon this, 6] call BIS_fnc_addweapon; [this,handgunWeapon this, 4] call BIS_fnc_addweapon; this will add 6 rifle mags and 4 handgun mags to your unit -
Are local variables destroyed at script termination?
Grumpy Old Man replied to m0nkey's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@m0nkey: I'm running loads of scripts/functions in my dynamic sandbox campaign with indexes from local arrays counting into the thousands and think that as long as you don't create any unwanted loopholes, local variables should be the least of your concerns. As for referencing objects/units in multiple script files global variables are not a good way to go if you want to run the same script for multiple sides. I was running into huge problems when I wanted my Fire Support System to run on multiple sides, multiple times. You get the idea how global variables won't cut it in that case. Using setvar/getvar on allunits/vehicles really worked wonders for me especially when spawning in units, afaik it isn't too hard on the cpu aswell. Hey Das, in case someone is curious for a solution to reduce the performance drop when spawning units/changing lots of waypoints: Fred41 shared an incredible little snippet that resolved my issues for spawning units. _AdditionalUnitCreationDelay = ((abs(FPSMAX - diag_fps) / (FPSMAX - FPSLIMIT))^2) * MAXDELAY; sleep(_AdditionalUnitCreationDelay); This could probably be used as dynamic delay between waypoint changing too. As for selectBestPlaces I'm usually running it for the entire map without any significant performance drops. According to the outstanding guide from ruebe it's important to increase the precision value as you increase the search radius. This is what I'm currently running with, searching 20km: _hillhouse = "(1 - houses) * (1 + hills)"; _forest = "(1 + forest + trees) * (1 - sea) * (1 - houses)"; _hill = "(1 - forest) * (1 + hills) * (1 - sea) * (1 - houses)"; _placeArray = [_forest,_hillhouse,_hill]; _randomplace = _placeArray call BIS_fnc_selectrandom; _randompos = selectBestPlaces [getposATL player, 20000,_randomplace,80,1]; player setpos ((_randompos select 0) select 0); When I reduce the precision (80) to 40 it's getting noticeably slower, if I take it up to 100 I can even search larger areas without any significant fps drops. I tested this quite a lot and couldn't point my finger at the difference between precision values (besides performance impact), the found locations were always as expected. Hope that's of any use for some of you guys. Cheers -
How to override random
Grumpy Old Man replied to Victim9l3's topic in ARMA 3 - MISSION EDITING & SCRIPTING
No harm done, Cheers! -
Atomic Bomb - Module and Zeus (WIP)
Grumpy Old Man replied to NeoArmageddon's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
That's incredibly good! Anyone got the actual script for that specific mushroom cloud? -
How to override random
Grumpy Old Man replied to Victim9l3's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Good to know, gonna test a bit. On a sidenote: Do you happen to know how to return the randomly generated license numbers of civilian vehicles? Would help a ton! Thanks -
How to override random
Grumpy Old Man replied to Victim9l3's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Wow, really? Does this work for every randomized unit? Great news! Cheers -
General Discussion (dev branch)
Grumpy Old Man replied to DnA's topic in ARMA 3 - DEVELOPMENT BRANCH
That fixed it, thanks! -
Excellent script, really liking it! For what reason?
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General Discussion (dev branch)
Grumpy Old Man replied to DnA's topic in ARMA 3 - DEVELOPMENT BRANCH
Can't get the -world=Map_VR to work, all I can see is this: been like that since alpha, no idea what was causing this, using -world=emtpy or -world=Altis or -world=Stratis all leads to the same result... I even opted out from devbranch to stable, result is still the same... Any ideas? -
How to override random
Grumpy Old Man replied to Victim9l3's topic in ARMA 3 - MISSION EDITING & SCRIPTING
My guess is that players/mission makers weren't complaining enough. It's a pain to prevent all that random headgear stuff from happening, same goes for the random textures for civilian vehicles (has been fixed though). Way beyond me why they added the headgear randomization to FIA units now, since civilians were the only ones doing it until now. http://killzonekid.com/arma-annoyances-say-no-to-randomize/ -
If only I knew how to get started with render to texture, the rest should be a piece of cake.
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How to disable the 'take commands' when gunner in helicopter?
Grumpy Old Man replied to Wiki's topic in ARMA 3 - MISSION EDITING & SCRIPTING
this enablecopilot false -
Weapon on back script for Arma 3
Grumpy Old Man replied to jd3527's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I could swear that AI units placed rifles on their backs in early alpha when in "SAFE" mode, definitely saw it happening. The animation for that is probably still in game. -
Link to website in Briefing
Grumpy Old Man replied to fortun's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You could probably use the execute command in the diary together with the copytoclipboard command so players could copy+paste your link into their browsers: https://community.bistudio.com/wiki/createDiaryRecord Messed with it for a bit but couldn't get it to work properly, maybe someone else can. Cheers -
Teleport into a flying Plane
Grumpy Old Man replied to Moon_chilD's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Don't know about AddOn planes, but there's no two seated jet in vanilla A3. -
Teleport into a flying Plane
Grumpy Old Man replied to Moon_chilD's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Uh so you want to control the plane but don't want it to be playable? Can you be a bit more specific? -
[Release] GOM_CB - Carpet Bombing V1.1
Grumpy Old Man replied to Grumpy Old Man's topic in ARMA 3 - MISSION EDITING & SCRIPTING
On request of DreamRebel and in case anyone else was wondering about the rotating camera script: place an object at some height and run this in its init: nul = [this] execVM "GOM_fnc_camrotate.sqf"; GOM_fnc_camrotate.sqf: Cheers! -
Teleport into a flying Plane
Grumpy Old Man replied to Moon_chilD's topic in ARMA 3 - MISSION EDITING & SCRIPTING
or you could set the jet to playable and switch to the plane with the teamswitch hotkey (default: U) -
Scrambled together a small Salute script
Grumpy Old Man replied to Grumpy Old Man's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Made the salute last for around 6 seconds, duration can be adjusted in one of the first parameters. -
Scrambled together a small Salute script
Grumpy Old Man posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey folks, here's a small salute script which I scrambled together from a few already existing scripts and enhanced it a wee bit. How to use: Execute the script on a unit and every unit that's below the executing units rank will salute. They will only salute once until the distance is above a set value (default 1000m), then they will salute again. This works similar for civilian units, they will use fitting gestures to greet the executing unit. Known Issues: Unarmed units will try to equip their non existant rifle and pistol, salute, go through the non existant weapons again. Has to be some fault in the animation, gonna take a closer look at that sometime. Update: Added a duration for the salute animation, can be defined by the user The groupchat message will only display if units salute to their own group leaders. Units will no longer be stuck in the salute animation. Messages are somewhat randomly chosen. Units will only salute if in "SAFE" behaviour to avoid saluting in the middle of artillery fire and being surrounded by tanks. Units will now report for duty if they're in the executing units group.