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flyinpenguin

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Everything posted by flyinpenguin

  1. Tigris Flak Conversion Script by Flyinpenguin Version 1.1 How to Use/Install: Features: This script converts a Tigris into a flak firing demon meant to scare pilots flying over a sector. This vehicle works for both AI and players. Players are restricted to same constraints as AI (IE distance and accuracy) For player use, simply aim directly at whatever you want to fire flak at and fire! AI will work as default and fire whenever a normal AI would fire. They can distrubute Flak over multiple targets even if they look like they are only shooting at one. Flak accuracy is based upon speed of target and distance. Customizable! Open flak.sqf with notepad to edit variables at the top! Multiplayer Compatible! Notes: This script is customizable! Open flak.sqf and freely edit the variables at the top. It provides documentation on what they mean. The Tigris is designed for air targets only. There is a variable in flak.sqf that will let it fire at ground vehicles. It was designed to simulate 'under the radar flight'. Script was designed for private use within the 72nd Airborne Division. http://72ndad.enjin.com/ ChangeLog: v1.0 - Initial Release! v1.1 - Targeting fixes Fixed- AI now respect Hills and trees and will not cheat Changed- Targeting is now based upon AI skill Changed- Adjusted default settings for firerate Download: v1.1 Dropbox - https://www.dropbox.com/s/hspyrhmh7sslbti/TigrisFlakConversion.7z?dl=0 Tigris Flak Conversion Script v1.1
  2. Battery Mod: By Flyinpenguin What is it? This mod will introduce the necessity for batteries for certain devices used in game. These devices are: night vision goggles, flashlights, powered scopes (such as thermal), and IR lasers. How will this change my game? This addition will require you to pick up a battery to attach to devices applicable. Once the battery is attached, you will have about an hour's worth of time until the battery runs out. Of course, without a battery, the device won't work. Also, you will be able to extract the batteries from enemy devices. They have the possibility of being slightly used. Will there be different types of batteries? Possibly. There are two different methods I am toying with at the moment. One is need for a battery per item (possible two types, one for attachments, one for items.) The other is one battery to power them all. Still deciding on that one. What will the release schedule be like? The mod will be released in stages. The first version will be designed to perfect the battery integration and scripting. As this is the case, only night vision goggles will be supported at first. As the progress is made, more devices will be included for the mod. Videos I hope this mod sounds at least intriguing. Work is currently being made on, creating the model for the battery, and the scripting. There will be updates in this section as to the progress of the mod. I would appreciate any criticism on the idea for the mod or any suggestions people may have!
  3. Description: Zeus Integration with Servers and Headless Client aims to transfer all spawns from Zeus, and distribute onto server and headless clients, as well as automatically allow other zeus users to see and edit units placed down. This is all accomplished without any overhead. Everything is handled with EventHandlers, so no messy, constantly running scripts. This mod is designed to be run on server, headless clients, and clients to function properly. Will work with no headless clients, or however many you manage to connect. Will also work with non-dedicated servers. Beta Version 0.3 Features: Adds all players to all curators on respawn Transfers vehicles/units/groups placed by curator to server/headless client Adds placed vehicles/units/groups to all curators Server keys ChangeLog:v0.3 - Efficiency -Changed way MP is sent to be more efficient -Fixed rotation not being retained on moving objects -Fixed a few minor bugs v0.2 - Rotation - Added MP functionality for rotating objects in Zeus v0.11 - Hotfix - Fixed locality not switching correctly - Fixed group leader not being correctly retained - Fixed units in mechanized spawns not being added to curators v0.1 - First implementation - Added - make players visible to all curators - Added - Distribution system to evenly distribute units across all servers and headless clients - Added - make placed units visible to all curators - Added - server keys Known Issues: -Will not add or transfer units placed by init scripts, mission, or various modifications (will not support this as intent is zeus support only) -Air vehicles do not start engines and begin flying immediately after changing height to midair Plans: The intention of this mod is to allow units, such as 72nd Airborne Division that I am apart of, to use Zeus on servers more efficiently. The idea is to allow even more players to join the server with even more AI, with less of a performance impact. - Plan to add configuration to allow weighted spawns. IE, twice as many units being spawned on headless clients than the server. - Plan to add configuration to allow weighted spawns on clients. IE, all clients connected to server will handle 1 AI, when server and headless clients may be running 10 AI each. This will mean more people connected to the server, the better it will run Note- My release model is this. Internal Testing means its an Alpha. Public release without all planned features implemented is a Beta. Full release means all planned features are added to the mod and working correctly. Debug: Downloads: Dropbox- https://www.dropbox.com/s/zqgpihjy0ys3rnu/%40ZISHCv0.3.7z?dl=0 Google Drive- https://drive.google.com/file/d/0B6b2GOkx9cBCUEpDRHVOb3hfTlE/view?usp=sharing Steam Workshop- http://steamcommunity.com/sharedfiles/filedetails/?id=639965833 Zeus Integration with Servers and Headless Client v0.3 beta Special Thanks! 72nd Airborne Division for continued support and testing SFC Z. Katz for help with testing Rekkless and the Flying Monkeys In Space, Arma 3 tactical realsim clan
  4. I don't even use setGroupOwner, sorry. I go back to dirt simple deleting and respawning. The reason I do that is for 100% assurance that units aren't on the client, and for less issues when BI roll out updates for Arma3 that could break things. Downside is worse network performance while spawning things.Since ZISHC never has to deal with any group parameters like waypoints because everything is a fresh spawn, I don't have to worry about those.
  5. Yes, I knew how to fix it from the moment I read your first report of it. I sincerely apologize that I have not been able to implement it yet. I will try to find some time this week to work on it.The basic reason of why this happens is because Zeus is designed to work only on things that you spawn down. It is not multiplayer compatible in the sense of editing other units that you did not spawn down. Because ZISHC respawns everything on the server, this means that nothing is local, and a lot of things will break. Like most of the others, this issue is the same. When you place an air vehicle in the air, Zeus tries to apply a velocity change. Unfortunately, it does not do it in a multiplayer safe way. So now I basically have to rewrite it to be multiplbeer safe. It's actually really simple if you know what your doing. So if nothing else, I will try and put out a hot fix just for it this week for you.
  6. I can take a look, but no guarantees. I started this mod knowing that eventually there would be some conflict with some other mod and how they spawned their units. It was inevitable. My stance was and is that I will not make specific alterations to support other mods and non-normal ways of handling spawns. (meaning have a whole set of code to detect their mod and handle it specifically) So, if there is something that I can change that is not specific to their mod, then I will do it. If there is not, then apologizes, but I will not write specific code just for their mod. Also, apologizes about not pushing out more updates to this mod. I recently got a full time job and have not had time to return to working on this. I barely have enough to keep my units custom mod maintained. I do intend to finish this mod with all the features that were intended, but it will take me a bit longer. I hope you all understand! Of course, if there is a scripter out there who wants to help out, I would not be opposed ;)
  7. flyinpenguin

    CfgWorlds advice needed

    Don't call the class stratis. Call it something new. You will also probably need to redefine some of the other parameters like the displayed name. Ex Class stratis_oldStyleTone: stratis {
  8. flyinpenguin

    1.60 FPS?

    Hmm, my only guess is simply because it's a laptop. It may have memory bandwidth or power constraints that prevent it from using the new tech to its full potential.
  9. flyinpenguin

    1.60 FPS?

    What are your computer specs? Processor, ram with frequency, video card, hard drive etc
  10. flyinpenguin

    Need help with tank mod

    You can contact the mod authors from these forums. The Kuma is not a mod and I guarantee you that you will not be able to get your hands on it to modify it. Instead, something that may be a good start for you is to take a look at the Arma2 models. Bohemia released them fully unbinarized for mod developers to port them over to Arma3. If you want to learn about how to take a model into Arma3, then that may be a good start.
  11. flyinpenguin

    Need help with tank mod

    Above guys are correct. Now what you could do is create new models (for argument's sake here let's use some nice decorative gear packs). Model them and config them into the Kuma via scripting, using the attachTo command. That should be feasible and legal. Attaching things to the turret will be a nightmare, just so you know.
  12. flyinpenguin

    Is this a bug?

    Thought this may help clarify some things. AI have two kind of pathings. One is the regular ones you see out in a field, the other is specific LOD pathing. These are baked into the map or objects. They are used for when more precise pathings is needed, like in towns and complex buildings.
  13. flyinpenguin

    Add player object to Zeus

    { _x addCuratorEditableObjects [[player],true]; } forEach allCurators;
  14. flyinpenguin

    Add player object to Zeus

    https://community.bistudio.com/wiki/addCuratorEditableObjects
  15. flyinpenguin

    Addon/Mod Resource usage

    Yeah, I don't think it's a mod issue, rather it may be a server performance/connection issue. What are your servers specs, and do you run your server with hyperthreading or -maxMem parameters?
  16. Yeah, that sounds about correct to me. We did set maxVRAM to 3071 which is that size, and Arma tries to only take up 2gb of regular memory, which is pretty small for what it does. So it makes sense for it to try and use up all memory availible to it before going to actual VRAM
  17. flyinpenguin

    Help with Farming Script

    You could tie the script to an event handler instead. Have it be attached to the player and do a getin event handler. Check to see if it's the correct vehicle and launch that script.
  18. if its factory overclocked, it should be fine. Definitely should RMA that if resetting to non factory overclocked state fixes it.
  19. You cannot post a new thread until you have replied a few times to other posts. This is to prevent spammers. Yeah, put your Nividia card back to stock clock settings. You dont need overclocked for Arma3. As to uninstalling graphics card drivers, you will still be able to see and use your computer. Windows has a nifty thing with default drivers and plug and play stuff. It will be able to use your graphics card enough for you to be able to reinstall the drivers. I really do not recommend overclocking graphics cards unless you really know what you are doing and have a decent amount of experience. You can not only ruin your graphics card if its not done right, but you can cause strange graphical issues to happen as well.
  20. flyinpenguin

    Help with Farming Script

    Define _act before the while loop with _act = 0 so that it stays in scope. Then after the while loop ends, put in an if statement that checks to see if _act is not 0 (IE it was changed). And make sure to reset _act to 0 after each time you use it to remove an addaction. So something like If (_act != 0) then { //remove action }; On while do else, I don't know if Arma scripting supports that, so just throw whatever you need after the while loop as that will be executed when the loop ends anyways.
  21. flyinpenguin

    Help with Farming Script

    I think it technically would work, but I wouldn't recommend it. Haymaker, try removing my part of the script that waits until it's deleted for now, I'm guessing that's what is erroring. Is there a specific error that it pops when you run game with showscripterrors? Also for the planting part, do _act = player addiction.... You should be able to store the ID of the added action and later remove it. Don't want to remove all actions because that can mess with other mods and in game stuff. So far, it looks like everything should work in multiplayer as is.
  22. flyinpenguin

    Help with Farming Script

    Use this instead. I of course could not test it, so excuse any small typos/bugs _tractor = "RDS_Zetor6945_Base"; _item= "binocular"; _query = []; _num = 0; _sleepTime = 0.02; while {((typeOf (vehicle player)) == _tractor)} do { //store variables for zero chance of mismatch reference _query = nearestObjects[getPos player,["CUP_A2_p_wheat_ep1"],5]; _num = count _query; //check to see if there is any wheat if (_num > 0) do { //delete each instance of wheat found {deleteVehicle _x} forEach _query; //add all wheat found vehicle player addItemCargo ["binocular",_num]; //gives wheat a better chance to despawn first time sleep _sleepTime; //check and wait until all wheat has been removed so its not added multiple times _continue = true; _del = []; _total = 0; while {_continue} do { //checks if wheat is still there, adds 1 if its still there and 0 if its not to array _del { if (isNull _x) then { _del pushBack 0; } else { _del pushBack 1; }; } forEach _query; //adds up elements of _del { _total = _total + _x; } forEach _del; //sets condition for loop if all wheat was deleted if (_total == 0) then { _continue = false; }; //reset variables _del = []; _total = 0; //doesn't need to sleep if not continueing as it would double sleep time if (_continue) then { sleep _sleepTime; }; }; }; //makes sure script doesnt hog rescources sleep _sleepTime; }; If sleep is popping an error, its not running in a threaded environment. In that case, use this instead [] spawn { _tractor = "RDS_Zetor6945_Base"; _item= "binocular"; _query = []; _num = 0; _sleepTime = 0.02; while {((typeOf (vehicle player)) == _tractor)} do { //store variables for zero chance of mismatch reference _query = nearestObjects[getPos player,["CUP_A2_p_wheat_ep1"],5]; _num = count _query; //check to see if there is any wheat if (_num > 0) do { //delete each instance of wheat found {deleteVehicle _x} forEach _query; //add all wheat found vehicle player addItemCargo ["binocular",_num]; //gives wheat a better chance to despawn first time sleep _sleepTime; //check and wait until all wheat has been removed so its not added multiple times _continue = true; _del = []; _total = 0; while {_continue} do { //checks if wheat is still there, adds 1 if its still there and 0 if its not to array _del { if (isNull _x) then { _del pushBack 0; } else { _del pushBack 1; }; } forEach _query; //adds up elements of _del { _total = _total + _x; } forEach _del; //sets condition for loop if all wheat was deleted if (_total == 0) then { _continue = false; }; //reset variables _del = []; _total = 0; //doesn't need to sleep if not continueing as it would double sleep time if (_continue) then { sleep _sleepTime; }; }; }; //makes sure script doesnt hog rescources sleep _sleepTime; }; };
  23. flyinpenguin

    Strange, AI won't die no matter what???

    OK, yeah there was probably a conflict with the missions and ACE3. I would recommend reducing your mod sizes to only what you need. That is where you are likely having all of your issues. For example, only run ACE3 when the mission requires it.
  24. flyinpenguin

    Strange, AI won't die no matter what???

    So that means it's either ACE3 itself for you, or its conflicting with another mod. An exact list of all the mods you have would be very helpful here. A specific thing to look for is another mod besides ace3 that has medical systems. Did everything work fine when you played that ACE3 mission with it enabled?
  25. flyinpenguin

    Map no model

    I believe you need to add the class name of the ruins and building into units { }; at the top of the config. So something like units[]={ "land_most", " land_most_ruins"}; I'm not sure if that's the correct variable to put it in, so anyone correct me if I'm wrong.
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