brians200
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ArmA3 Classnames - no discussions
brians200 replied to memphisbelle's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi, the animals can be found here https://community.bistudio.com/wiki/Arma_3_CfgVehicles_CIV -
The blurring stuff is a local effect, so you will need to run it on each client Once the script is running at the client level, player will only refer to that individual player. IE, the unit they are playing as. It is a special keyword, so you can use it. To run the script on each client use BIS_fnc_MP; [params, functionName, target, isPersistent] spawn BIS_fnc_MP; I am not sure how your script works, but I am assuming you might want to pass in the teargas's position. Don't want to affect players on the other side of the map after all [_tearGasPos, "APPLY_TEARGAS_EFFECTS", true, false] spawn BIS_fnc_MP; Before this is called, every client needs to know about your APPLY_TEARGAS_EFFECTS function. True indicates to run on every client on the server, including the server, so you might want to have an if(isserver) exitwith{}; as the host doesn't need to be blinded. False indicates that this doesn't need to be run on jip clients when they join the server.
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How do I make this IED work in Arma 3?
brians200 replied to Fausty's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You can create an explosion using createVehicle, which is what this thread talks about. "class name of explosive" createVehicle _somePosition; While a little dated, you can find a list of explosion classnames on the first page. If you want the current list, look in the config viewer in the arma 3 editor. If you are looking for creating an object and having it blow up when people walk by, this thread is only a tiny part of that project. If you don't feel like doing that work, you can use my script here. -
revive A3 Wounding System (AIS by Psycho)
brians200 replied to Psychobastard's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Did you change the tcb_ais_random_lifetime_factor variable at all? Having 100 there seems to produce times of around 450 seconds. It used to be around 180. There also seems to be a duplication bug. Every time somebody dies, they still have the 3d "need revive" icon and the options keep stacking. http://i.imgur.com/eNzEJuz.jpg- 914 replies
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revive A3 Wounding System (AIS by Psycho)
brians200 replied to Psychobastard's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Awesome! Adding to our mission now!- 914 replies
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Randomly generated roadside IEDs
brians200 replied to brians200's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I cannot help you without more information... It will probably be easiest if you send me your mission in a private message so I can look at how you added them -------------------------------------------------------------------------------------------------------------------------------- For those interested in testing the next version out. You can download it here Click File > Download I am wanting to do some optimizations over the next couple of updates. The idea behind this optimization is that normally, triggers check their condition every half second. This is kind of pointless for IEDs that are on the other side of the map from soldiers and vehicles. So with this update, each IED has a script attached to it that runs once every 5 seconds. If there is a "CAManBase" or "LandVehicle" within 250 meters of the IED, it will create a trigger for the fine grade checking, otherwise it will delete the trigger because it is currently pointless. The advantage of this then is that the majority of IEDs are only checking once in a 5 second period, rather than their current 10 times in a 5 second period. -
Randomly generated roadside IEDs
brians200 replied to brians200's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Enjoy the new smoke! Version 2.2 New smoke for small IEDs New smoke for medium IEDs New smoke for large IEDs Small IEDs should more more deadly for infantry and less deadly for vehicles now. Started using anti personnel explosions Cleaned up the description.ext entry. Single IED constructor can now specify chances ["marker", [fakeChance, smallIedChance, mediumIedChance, largeIedChance] , side] Reordering of explosion events to make it seem more natural. Removed some potential race conditions. Download Here v2.2 -
Randomly generated roadside IEDs
brians200 replied to brians200's topic in ARMA 3 - ADDONS & MODS: COMPLETE
This is why it isn't working. By "deactivating" those variables, you deleted them and then when the script tries to use them later, they are undefined. If you don't want to use those, either leave them the way they are or set the first one to []. It doesn't hurt anything to leave the first one with its default values, even if you have no intention of using them. -
Randomly generated roadside IEDs
brians200 replied to brians200's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Follow the instructions here to see if it really isn't working I am not sure I follow what you mean with activate a trigger with "isNull ied_0". isNull ied_0 used to just check return true or false, based on whether the item the ied was hiding was there or not. If you look at the first post, under Checking the status of a section of IEDs, you can see the code that replaced it. You will need to figure out the section name of the ied, which is hard to do if you create the ied using the old way. If you do it the new way, which is under Creating IEDs after the mission has started , the sectionName will be returned from the function -
Randomly generated roadside IEDs
brians200 replied to brians200's topic in ARMA 3 - ADDONS & MODS: COMPLETE
You are only allowed to have 1 instance of cfgFunctions in your description.ext You will need to merge them. Here is an example of merging it with vas -
Any chance for server keys?
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Takistan Insurgency [Dev Thread]
brians200 replied to phronk's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Not a big deal, but set this line iedSafeZones = [""]; to iedSafeZones = []; You are telling the script that you have a safezone named "" somewhere.- 606 replies
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Randomly generated roadside IEDs
brians200 replied to brians200's topic in ARMA 3 - ADDONS & MODS: COMPLETE
That shockwave shouldn't have been in that first video. I had implemented it and then started working on the small ones without taking it out. That being said, I have taken everybody's input into account and this is what I currently have. -
Randomly generated roadside IEDs
brians200 replied to brians200's topic in ARMA 3 - ADDONS & MODS: COMPLETE
So I have made the small IED smoke less cylindrical. -
Randomly generated roadside IEDs
brians200 replied to brians200's topic in ARMA 3 - ADDONS & MODS: COMPLETE
So more outwards spread is what you are asking for? -
Randomly generated roadside IEDs
brians200 replied to brians200's topic in ARMA 3 - ADDONS & MODS: COMPLETE
It returns true or false for me, are you using the correction section name? (before disarming) http://i.imgur.com/N5lWz2V.jpg (after disarming) http://i.imgur.com/1VkuBfo.jpg I plan to have a different type of smoke effect for the different types of IEDs, so it was not a which one is better question. Just looking for feedback on how to improve each one. The inspiration for the small IED was from this clip. It is definitely vertical. http://youtu.be/nS0BQxptkhg?t=10m28s -
Randomly generated roadside IEDs
brians200 replied to brians200's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I have been working on the smoke a little bit and wanted to know your opinions. -
Randomly generated roadside IEDs
brians200 replied to brians200's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Very good work! What else do you plan to hide under there? Multiple sides can be specified using an array. For example, ["Lakka", 2, 8, ["West","East"] ] You can find all the sides here https://community.bistudio.com/wiki/side In terms of EOD, there are not any short term plans. I am currently busy trying to finish up school, so it will be a couple of months before anything major like that came out. Hi, You should be able to combine the two to have it check if all of them were disarmed. If there are zero left AND there are none exploded. ("sectionName" call GET_REMAINING_IED_COUNT == 0) && { "sectionName" call GET_IED_SECTION_INFORMATION select 0 == 0} Something like this should work. I don't have time to test it at the moment, but feel free to let me know if there are any errors. -
Campaign Episode 3: WIN - Feedback thread ** SPOILER WARNING! **
brians200 replied to Wiki's topic in ARMA 3 - GENERAL
How do you skip the broken mission? I have tried pressing left shift + numpad minus and typing the command doesn't do anything https://community.bistudio.com/wiki/ArmA:_Cheats EDIT: NUMlock is required -
Randomly generated roadside IEDs
brians200 replied to brians200's topic in ARMA 3 - ADDONS & MODS: COMPLETE
"sectionName" call GET_REMAINING_IED_COUNT; If that number is 0, there are no more IEDs. "sectionName" call GET_IED_SECTION_INFORMATION; Returns [#iedsExploded, #iedsDisarmed] -
Randomly generated roadside IEDs
brians200 replied to brians200's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Very nice work Cunico! Excited to see some more -
Also, the ammo column here. https://community.bistudio.com/wiki/Arma_3_CfgMagazines
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Randomly generated roadside IEDs
brians200 replied to brians200's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Unfortunately, that has been an ongoing problem. With the way BIS handles explosions, if there is anything between you and the explosion, you will live. I also cannot detect what type of road it was placed near. I also can't spawn the explosions in the air, because the explosions I am using do not blow up until they hit the ground. -
Randomly generated roadside IEDs
brians200 replied to brians200's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Save your settings to different folder, then merge it with the new one. They should be relatively the same. -
Here is a small list of explosives you can use ------ Lots of damage Bo_GBU12_LGB_MI10 Bo_GBU12_LGB Bo_Mk82 ------ stops a marshall HelicopterExploSmall ------stops a hunter M_Mo_82mm_AT_LG HelicopterExploBig M_Air_AA_MI02 ------ low damage M_Titan_AA_long M_Zephyr M_Air_AT M_Titan_AA M_Titan_AT R_80mm_HE M_PG_AT To create the explosion just use _iedPosition = [1234,5678,0]; //some position you want to blow up _explosive = "Bo_Mk82"; _explosive createVehicle _iedPosition; Or use the new scripted charges ^^^^