brians200
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Randomly generated roadside IEDs
brians200 replied to brians200's topic in ARMA 3 - ADDONS & MODS: COMPLETE
If you want multiple sides, you must put them in an array iedArray = [ ["AllCities",["West", "CIV"]], ["AllVillages",["West", "CIV"]], ETC. -
Randomly generated roadside IEDs
brians200 replied to brians200's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yes you can -
Can you start including server keys, so we can use these awesome guns on our server?
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Randomly generated roadside IEDs
brians200 replied to brians200's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@Foxhound, cheers! First, follow the tutorial video on the front page. If you are still having problems, you will need to be more specific. -
Randomly generated roadside IEDs
brians200 replied to brians200's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Let me know if you find any problems. Change Log: Version 1.5 Multiple sides can now set off IEDs In an attempt to overcome the inaccurate reporting of speed in the game, players crawling will not be able to set it off, even if the game inaccurately reports them going over the max speed. The side can be a single side, or an array of sides Ex. "West" or ["West,"East"] http://community.bistudio.com/wiki/side -
Randomly generated roadside IEDs
brians200 replied to brians200's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Using GUER means that only guerilla forces will set it off. Hmm.. let me see if I can quickly make something for multiple sides tonight. As far as the percentages, that is a global option. For now at least. -
Randomly generated roadside IEDs
brians200 replied to brians200's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Not in the current implementation. I am using the default side behavior for the triggers, so these are the only valid sides. http://community.bistudio.com/wiki/side When I get a break from school, I may work on adding that. -
The initialization will allow you to run code as soon as that module is created. For example, maybe you wanted to put an ellipse marker on the map indicating there is a mine field there, this would be the place to do it. You can use the "this" keyword to refer to the module. Then you can use the createMarker and other functions to shape it how you wanted. You would use "getPos this" to get the location of the module for making the marker.
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How do you stop all co-op AI chatter?
brians200 replied to GDent's topic in ARMA 3 - QUESTIONS & ANSWERS
Check this out http://forums.bistudio.com/showthread.php?147952-MRB-Voice-Stop -
Randomly generated roadside IEDs
brians200 replied to brians200's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Here you go KevsnoTrev Change Log: Version 1.4 The script now generates strings of code that you can use to check if an IED from a section has exploded The script now generates strings of code that you can use to check if ALL IEDs from a section have been disarmed Checking the status of a section of IEDs As of version 1.4, you can now use the auto generated strings to check if an IED from a section has gone off or if ALL IEDs from a section have been disarmed. For example, assume you started with these 2 towns iedArray = [ ["Gravia", 3, 8, "West" ], ["Lakka", 2, 8, "West" ] ]; If we want to check if any IED has been set off in Gravia, we can use the following. call compile (explodedSections select 0) If we want check if all the IEDS in Lakka have been disarmed, we can use the following. call compile (disarmedSections select 1) -
Randomly generated roadside IEDs
brians200 replied to brians200's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hello, the IEDs are not currently associated with any marker or town. If you wanted to do something like that in the present form, you would have to know the numbers of the IEDs for each section. So if your first entry spawns 10 IEDs, then you would need to look at ieds 0 through 9. You can tell an IED has been disarmed if the trigger for it is gone, but the item itself is still there. All the triggers follow the naming convention of t_#. So the first one to spawn is t_0. You can use isNull to check if the trigger is still active. When an IED is set off, the actual item it was hiding in gets deleted as well. The items follow the naming convention of ied_#. You can use the isNull check on this as well to see if it is was set off. if (isNull t_0 && isNull ied_0) == true, then the IED was set off if(isNull t_0 && not isNull ied_0) == true, then the IED was disarmed. Secondary IEDs have a fixed percentage chance of spawning after a real one goes off. They are named secied_# and st_# accordingly. The number will be the same as the one that was set off. Hope this helps. If I get some more time in the future, I can maybe come up with something that will make it easier to do what you are wanting. Thank you! -
Randomly generated roadside IEDs
brians200 replied to brians200's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I have added a video tutorial to the front post if anybody is still having problems. -
COOP 32 - Resistance (FIA vs CSAT)
brians200 replied to lkincheloe's topic in ARMA 3 - USER MISSIONS
Even after a restart, the titan issue still exists. If you want to join the server to try it, Filter for "EPD" and it should be the only server. Another weird issue is rifle lasers won't stay on. -
Armor Improvement System (AIS)
brians200 replied to bakerman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I still can't see any fragmenting from the scripted explosion like I can from the hand grenade. I have taken MY particle effects out and still can't see it, but maybe it is working. I will let you decide. //this is the first iteration of the loop. _explosive = "Bo_GBU12_LGB_MI10"; _bomb = _explosive createVehicle _iedPosition; [player, '','','', _explosive,'',_bomb] call AIS_fnc_firedFrag; -
Randomly generated roadside IEDs
brians200 replied to brians200's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Can you send me your mission? -
Armor Improvement System (AIS)
brians200 replied to bakerman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
How can I check if your mod is present before calling AIS_fnc_firedFrag? To help keep errors to a minimum I am still not seeing any fragmentation. Looking in the function viewer, you have this check at the beginning of that function. Perhaps I need to feed it more information? if ((count _this) < 6) exitWith {}; -
Armor Improvement System (AIS)
brians200 replied to bakerman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
If I create an explosion using createVehicle, does it create fragmentation? For example, "Bo_GBU12_LGB_MI10" createVehicle someposition I feel like this could really make my IED script more deadly. -
Randomly generated roadside IEDs
brians200 replied to brians200's topic in ARMA 3 - ADDONS & MODS: COMPLETE
If you want to have all the roads as valid places, you can place a marker in the middle of the map and give it a radius that is the size of the map. I must warn you that this can take a couple of minutes, as it can take a while to find all the roads using the nearRoads command. That is why I broke it up into 16 different spots on Altis, as it is a lot faster to find smaller sections in parallel. So you can place a bunch of smaller markers or you can figure out their locations and create predefined locations, like I did. Only take the time to do the latter if you are planning using it on multiple maps. Maybe you can post them for others to use as well. Here is an example of how I did the Altis ones. http://i.imgur.com/KKaqy8N.jpg. Then, when you are previewing the mission, you can see where the marker's location is using hint format["%1", getMarkerPos "markerName"]; in the debug console. If you want more than just major cities, you can also use the "AllVillages" and "AllLocals" keywords as well. The "All" keyword combines all three. You will have to check the config of Takistan to see what places those actually correspond to. If somebody knows how to pull the list of roads out of the config file, I could probably make this a lot faster. You are correct about editing Ied_Settings.sqf. The first thing I would try is turn on debug mode (towards the top of that file) and see if it really isn't working. This will mark all the IEDs on the map for the server. It will also spew a bunch of text out in the console as it synchs them. If they aren't showing up, did actually create a marker or predefine a location called "johnied" or "bombrad2" or "bombrad1" ? As for your other question, That would be pretty hard to do. You could create a trigger on that object and strip out the parts of my code that do the detecting and the exploding, and remove the parts that generate other stuff. However, you would have to have to manage the synchronization, hit detection, disarming, and JIP yourself. -
He is also doing euler integration, which can have large amounts of error, compared to others. Such as improved euler or runge-kutta
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COOP 32 - Resistance (FIA vs CSAT)
brians200 replied to lkincheloe's topic in ARMA 3 - USER MISSIONS
Hello, We have been enjoying the new update! We have encountered 2 problems. #1 We can no longer lock onto the enemy helicopters with titan AA. The diamond will lock about halfway and then start over. It does this repeatedly and we can never fully lock. #2 Some of the places do not deactivate. Currently, the Northwest Airfield and Syrta are in dark red and nobody is near there. When we go over there, there are no enemies, so we can't really take those places. I would send you another .rpt file, but it currently has 3653159 lines of SubSkeleton index was not initialized properly, making it impossible to look at. That issue seems to be a bug though http://feedback.arma3.com/view.php?id=7136. I will see if I can get that cleaned up though. Notepad++ has been locked up for about 30 minutes trying to remove those lines. edit: I am going to guess this has something to do with the not deactivating part 21:52:29 Error in expression <ctivated getvariable _grpID; _vehicle = _veh select 0;_crew = _veh select 1;_grp> 21:52:29 Error position: <_veh select 0;_crew = _veh select 1;_grp> 21:52:29 Error ||: Undefined variable in expression: _veh 21:52:29 File mpmissions\__cur_mp.Altis\enemy\modules\eos\EOS\EOS_Core.sqf, line 231 Here are some other others You can download the cleaned up rpt file here. I got rid of all of arma 3's errors so you can just focus on yours. -
Randomly generated roadside IEDs
brians200 replied to brians200's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Version 1.3 You can now reference places in the game without making markers or having to define them. Hat tip to KevsnoTrev for pointing me to the config. Added a safeZone section to the settings. Randomly created IEDs will not spawn in here, but specific ones will. Large safeZones and lots of safeZones will slow down the initialization. -
Randomly generated roadside IEDs
brians200 replied to brians200's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I will add something in to create safe zones. -
Randomly generated roadside IEDs
brians200 replied to brians200's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I have seen it go off hundreds of times, and I still jump every time, even when I know it is coming. This is wonderful. Looking at the config files for Altis and Stratis, all the radii are different and don't make any circles. The nearRoads command takes in a circle in size, so I suppose I could average the two radii or take the max of them. Perhaps you could convince the A3MP people to give the cities proper sizes. ;) Cheers Foxhound. -
Randomly generated roadside IEDs
brians200 replied to brians200's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Version 1.2 IEDs can now be set off by explosives Secondaries now create a secondary IED, rather than just randomly making an explosion a short time later Changed the predefined location setup to make it easier to edit Added percentage sized options Tweaked smoke particle effects Fixed a bug with the speed check that allowed you to go as fast as you wanted backwards Moved all the settings out of the init to make it easier to modify Added a percentage chance to the single IED creation mode Enjoy -
COOP 32 - Resistance (FIA vs CSAT)
brians200 replied to lkincheloe's topic in ARMA 3 - USER MISSIONS
Yes, these changes from the last version have made this mission very hard. There are also a ton of choppers on the mission and we have very little to no equipment to take it out. The offroads get destroyed immediately, so you can't use the 50 and you are just stuck staring. It is a fun map, but at some point we are way to over powered and can't do anything. This mission also seems to throw a lot of errors. You can see a server rpt file here https://drive.google.com/file/d/0ByTeMG8Iijz8SzB5QmFBbXFBYVk/edit?usp=sharing Tons of errors similar to this. MAD_CivsArray = > 23:48:09 Error Undefined variable in expression: kinch_civilianloyalty 23:48:09 File mpmissions\__cur_mp.Altis\ambience\scripts\MAD_civ ilians.sqf, line 119 23:48:09 No speaker given for Aris Verga 23:48:09 Error in expression < _civ = leader _sqname; 0 = [_civ] call Kinch_CivilianLoyalty; MAD_CivsArray = > 23:48:09 Error position: <Kinch_CivilianLoyalty; -------------------------------------------------------------------------- 18:01:01 Error in expression <At _victim; sleep 1; {_unit addMagazine _weaponmag;} forEach [1,2,3,4]; _unit ad> 18:01:01 Error position: <_weaponmag;} forEach [1,2,3,4]; _unit ad> 18:01:01 Error Undefined variable in expression: _weaponmag 18:01:01 File mpmissions\__cur_mp.Altis\ambience\scripts\ws_assassins.sqf, line 298 -------------------------------------------------------------------------------- 19:18:40 Error in expression <wNotification; _LootCaseEnder = 1; if (!isnil _LootCaseEnder) exitWith [true]}; > 19:18:40 Error position: <isnil _LootCaseEnder) exitWith [true]}; > 19:18:40 Error isnil: Type Number, expected String,code 19:18:40 File mpmissions\__cur_mp.Altis\support\scripts\LootReward.sqf, line 37 There also seems to be a bug with the revive system. Somebody will die and half the server gets a drunk looking feeling and they have to leave the server and lose their position/equipment just to fix it.