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Posts posted by Grumpy Old Man
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Just an out of the blue guess, is the video/audio converted with constant bitrate? variable bitrate can sometimes lead to sync issues
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Update to 1.5 in first post
Gonna take on MP compatibility now.
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I'm having problems getting this to work keep getting scripts not found even though I have upsmon.sqf in the missions folder and the nul = [this,"area0"] execVM "scripts\UPSMON.sqf"; in the leaders init...also marker areao zero am I just not putting the right sqf file in or does this not work any more?Look here:
Can a mod please close this thread since there's already an active and newer one?
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Sure, will take some intense reading on my side first, the only thing I know about MP scripting is that most SP stuff won't work because of locality issues, but that's it, heh.
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Oh really?
I could swear that it significantly decreased the death rate of ejecting paratroops last time I used it,
maybe it's just desperation taking over, who knows.
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Glad you guys like it, and thanks for the frontpage Foxhound!
I'm currently working on some stuff, don't want to give away too much but it includes multiple courses available at the same time, reaction shooting tests etc.
Unfortunately MP coding is still a mystery to me, if anyone wants to give me a push in the right direction I'd gladly appreciate it.
The demo mission was made with SP in mind, since there's only one competitor slot.
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Good job, I always wondered where the mass value came from.
Too bad not every item/vehicle has a mass value.
Interesting script.
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Interesting find, the only difference seem to be the tires, everything else looks like a 1:1 port.
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Hey Beerkan,
really like your script.
Have you thought of using enableCollisionWith instead of allowDammage for the chopper+paratroops, so all grumpy AA units would still be able to damage the chopper/paratroops during ejection phase, keeping it more authentic?
Cheers
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The config viewer inside the editor might be worth a try.
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The only solution I can think of would be to add a hidden object or a gamelogic (does that work?) next to the building and make it absorb the same amount of damage it takes to destroy one of the buildings, then use them as trigger condition instead.
I might be completely off track though.
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Combat Course
by Grumpy Old Man
Updated to 1.5 on: March 22 2014

http://vimeo.com/89784379
Purpose of this script:
To have a comfortable way of automating practice targets and help with setting up a Combat Course.
With this script you can focus on Object placement and parcour design instead of having to mess with triggers and conditions etc., while still being highly customizable.Features:
GOM_CC will look for all practice targets within a certain area and control them.
All targets can be randomized to a certain percentage of valid/invalid targets.
Targets can be randomized to pop random colored smoke/chemlights when a player is near.
All of this can be adjusted inside the "GOM_CC.sqf" where you can find and edit customizable parameters on top of the file.
You can run a Course multiple times, after every round you will get a Result Chart where you can see stuff like your accuracy, time/target etc.
All your results get stored inside the Briefing tab in the map menu to review your previous runs.
Optional you can place down a barrier to prevent competitors from entering the Course area before it has started.
You can customize the name and presentation of your combat course or add rules and win conditions in the parameters of "GOM_CC.sqf".
How to use this script:
At first copy the scripts folder from the .rar archive into your mission folder.
Then in the editor place:
1.: A player
2.: A Rangemaster (same side as player)
3.: A named marker that determines the starting point of your course (i.e. "startmarker")
4.: A named marker that determines the ending point of your course (i.e. "endmarker")
5.: (Optional) Place an object (name has to be "GOM_CC_entrydoor") to acz as a Barrier so that competitors won't run inside the course before it has started.
6.: In the init field of the Rangemaster unit put: nul = ["startmarker","endmarker",this] execvm "scripts\GOM\GOM_CC.sqf";
7.: Adjust the Parameters in "GOM_CC.sqf" to fit your Combat Course
Then you're all set to place practice targets/design your own Combat Course and have the script do its magic.
Just be aware that you have to increase the area size in "GOM_CC.sqf" (default is 150m) to fit the size of your Course.
Special Targets:
You can choose which individual targets will be ignored by the randomization:
Example A:
You place 2 targets behind each other to simulate a "hostage held at gunpoint" situation.
To prevent the randomizing function from making both of them valid/invalid targets simply put: this setVariable ["GOM_CC_special", [true,"SHOOT"], false];
into the init field of the hostage-taker target, and put: this setVariable ["GOM_CC_special", [true,"NOSHOOT"], false];
into the init field of the hostage target.
Now they will be ignored by the randomizing function.
Example B:
You place a target behind a desk and want it to pop up if the player is within a certain range, to give him a good surprise.
Since all targets are standing upright once the course starts (can be changed with a parameter in "GOM_CC.sqf") you can make individual targets pop up with:
this setVariable ["GOM_CC_special", [true,"POPDIST:",5], false];
Just place above line in the targets init field and it will pop up.
Special parameters:
"SHOOT" = Targets will always be valid
"NOSHOOT" = Targets will always be invalid
"POPDIST:" = Determines how close the player has to be until the target will pop up
"POPDUR:" = Determines the duration how long the target will stay up until it's going down, when going down it's no longer a valid target and will lead to a missed shot when fired upon.
"SMOKEDIST:" = Determines how close the player has to be until the target will deploy a random colored smoke grenade
"SMOKEDUR:" = Determines how long the smoke grenade will emit smoke until it gets deleted (to prevent too much smoke in enclosed areas)
"CHEMDIST:" = Determines how close the player has to be until the target will deploy a random colored chemlight
"CHEMDUR:" = Determines how long the chemlight will emit light until it gets deleted
Usage of special Parameters:
You need to use at least the DIST parameters, example:
Example:
this setVariable ["GOM_CC_special", [true,"POPDIST:",10,"POPDUR:",4], false];
This example will make the target pop up when the player is within 10 metres, and it will stay up for 4 seconds before going down again.
It's possible to combine all Parameters except "SHOOT" and "NOSHOOT", they can't be combined with each other for obvious reasons.
Update:
Added custom textures for targets
Added altitude check so targets won't trigger if you're on a different floor (for combat courses in multi floor buildings)
Fixed a few minor errors
DOWNLOAD:
Enjoy!
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Oh boy, I completely forgot about setvariable,
thanks for pointing out that thread, gives me everything I need. ;)
cheers
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Hey folks,
I messed around with the objectsgrabber and objectsmapper functions for a bit, but as far as I know it only saves objects, no soldiers and not even init fields.
Is there such a thing that saves init fields, soldiers, probably even markers?
Or is there a way to create an object composition from a mission file? So I could set up what I want in the editor, save it as mission, then convert it to a .sqf file with a converter tool or something?
Cheers
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Good result, lighting is really nice in arma3.
Glad you got it sorted
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you could use global variables for that
in trigger 2 put in the onAct field:
Mytrigger2 = true;
now you have an additional condition to check for in trigger 3 + 4, like:
Mytrigger2 && someotherstuff
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You need to assign a vehicle to that unit and allow the unit to get in.
Use these:
https://community.bistudio.com/wiki/assignAsCargo
https://community.bistudio.com/wiki/allowGetIn
https://community.bistudio.com/wiki/orderGetIn
by using these three commands from top to bottom they will always get in as long as there's space in the vehicle.
setting the last two commands to false will make a unit disembark a vehicle, when the unit is in a chopper the chopper will try to land, let the unit out and continue on his old waypoints.
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You could try to google for:
Arma 3 mission making
Arma 3 mission balancing
Arma 3 mission presentation
Arma 3 mission briefing
and come back if you have further questions.
There's tons of info out there, and on top of that 90% of all arma2 related things still apply to arma3.
Cheers
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Am I the only one who has the feeling BI has been paying lip service to the popularity of Altis Life a little bit with the latest Atlis improvements? I'm not saying it's a bad thing, but all those new commercial buildings and ATMs all over the place made me think of Altis Life immediately.Love the new punchiness of the ordnance modules. The shaking view and the powerfull sounds make it very atmospheric.
No, not at all. There's so much stuff missing for the civilian side that it would be ridiculous to think they did.
First of all, no women, lots of civilian vehicles missing (bus, tractors, motorcycles, bicycles just to name a few), no ALICE module (spawning ambient civilians that are having audible conversations with each other) etc.
I hope all these things will come to arma3 as they have been in arma2, alone from a mission makers point of view.
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At 700 mts, while he is flying at 200km/h and in only five seconds? Wow you are good. But you see, most people aren't that good.I'm not saying that hitting a chopper with a M2 should be impossible. I'm saying right now the AI is a bit too good at it.
The typical engagement range with a M2 should be around 1000m, it has tracer rounds and a controllable recoil, after doing some tests AI usually engaged various choppers from 630-650m using the M2, seems to be fair, most player would engage even further targets.
Besides that it took more than 10 seconds after starting the engagement until either the chopper got critical damage or the offroad blew up.
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There's still a chance that some paratroops will kill each other when ejecting, at least from the mh9
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I just checked it again. It also happens with technicals. Which doesn't have any fire control system...I'm taking out choppers with the armed offroads M2 all the time, so why shouldn't the AI be able to do it aswell?
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For now it looks like BI is focusing on more "important" stuff, and diving heads deep into simulation fever, like adding sounds when switching firemodes while there's a complete lack of animations when switching firemodes, they're also tweaking closure sounds and somehow forgot that the closure sounds haven't been working since early alpha.
To add a lightsource in the hangar you might wanna look here.
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As far as I know the switchLight command doesn't do anything in arma3.
Got no idea on how to do that either.
Development Blog & Reveals
in ARMA 3 - NEWS
Posted · Edited by PurePassion
This is a wildcat:
http://imageshack.us/a/img16/9810/arma2oa2012123014130895.jpg
This is not a wildcat:
Must be some mod chopper, I bet that video would look pretty empty if they'd use only vanilla stuff.